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NO. 41 
APRIL 1986 



U.S.A. $3.00 
CANADA $4.75 



THE #1 MAGAZINE FOR ATARI® COMPUTER OWNERS 



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COMPUTING 









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HIPPO DIGITIZERS AND MORE... 



H IP P 



SOUND 



DIGITIZER 



Digitally sample, modify, and play back high-quality sounds. Experiment with adjustable real- 
time echos, phase shifts, voice synthesis and recognition, and fourier analysis. Adjustable sample 
and playback rates. Software includes many fun demonstrations including a real-time graphic 
oscilloscope. Useful for analog lab measurement and control too. Includes software (executable 
and source), hardware, microphone, power supply, and instructions. $139.95 



THE SPECS 

8bitVDandD/A.»2.5(JLS 
flash A/D conversion rate 
allows sampling up to 
400,000 samples per 
second. ■ 1 volt peak-to- 
peak signal and source. 
■ Hardware plugs into 
printer port for high speed 
data transfer rate. 



HIPPOVISION VIDEO DIGITIZER 

Digitize from any standard composite video source (e.g. TV camera, VCR, TV tuner, etc. . .). Frame 
grabber "snaps" color picture in a single video frame. Creates Neo files. Perfect for game-designers 
and artists. Send video pictures over the phone (requires a modem)! Includes hardware and software. 
Contact us for high-quality color printers and ST color printer software drivers too. Call for price. 



THE SPECS 

256 x 256 x 9 bit 
resolution (3 bits per 
color)." Standard NTSC 
1 volt peak-to-peak 
composite sync signal. ■ 
Software color "voting" 
system picks optimum 16- 
color ST palette according 
to image. ■ Hardware plugs 
into printer port for high 
speed data transfer rate. 



OUR 



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m HIPPOCONCEPT™ 

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■ HIPPOART I™ 

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Advanced mouse-based word processor with powerful features: true multiple fonts, column 
editing, rulers, left/right justification, boldface, etc... $89-95 

The original ST idea processor leads you from vague ideas through drafts to clear, well- 
organized business plans, term papers, proposals, etc. . . $89-95 

Powerful, flexible and easy-to-use database. Mouse-based screen editor, 16-level sort, merge, 
sum, data compression, 10+ programmable commands. $49-95 

Recovers deleted or lost files, reconstructs damaged disks; find files, edit RAM, files, and 
track & sectors. Floppies and hard disks. Disk and memory map. $49-95 

Sophisticated A.l. algorithm for challenging play. Play yourself or create robot opponents and 
watch them play. Learn A.I. theory. Full-color or B&W animation. $39-95 

Finds misspellings and suggests corrections. Word frequency stats, 30,000-word dictionary. 
User-defined dictionary. Works with most wordprocessors. $39-95 

Runs programs 10 to 100 times faster. You choose IK to 4 megabytes to serve as ultra-fast drive. 
RAMdisk automatically appears on boot-up. $34.95 

It understands English, uses an A.I. parser and knows over 35,000 useful, intriguing facts. 
Many diverse topics from area codes to sports trivia, etc. $34-95 

Insulting jokes, dirty jokes, one-liners, puns and quotations. Search by keyword/author. 
Select rating of PG, R or X. May not be suitable for children. $34.95 

A rare collection of full-color masterpiece art. More than 30 detailed pictures in over 10 
screens. Slide show program. Compatible with the ST's Neochrome. $39-95 

Programs, reads, and verifies most EPROMs, including 27256 and 275 12. Connects to printer 
port. EPROM cartridge boards available separately. $139.95 

Disk cleaning kit prevents head wear and protects your data. Kit includes head-cleaning disk, 
botde of cleaning fluid and instructions. $29.95 

Create your own sprites and fonts. Select size and data format. Resize and pixel scroll command. 
Includes sample fonts and animation sequences. Color or B&W. $39.95 



CIRCLE #101 ON READER SERVICE CARD 




Dealer inquiries invited. 

See your local dealer or contact Hippopotamus. VISA and Mastercard accepted. California residents add local sales tan. Please include $3 for shipping. 
Allow I -2 weeks for delivery. Price, availability and specifications subject to change without notice. 



HJPPOPCttAMUS 



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Phone: 408/395-3190 Telex: 650-284-0701 



APRIL 1986 



THE #1 MAGAZINE FOR ATARI® COMPUTER OWNERS 



COMPUTING 



FEATURES 

More Fun out of Adventures . . . Daniel A. Silvestri 9 

Techniques and advice to help you through the ordeal (read: 
fun) of any adventure game. 

The Dragon and the Turtle Sol Guber 11 

A tutorial on advanced drawing using LOGO, with an expla- 
nation of dragon curves. 

Treasures of Barboz Chris Smith 25 

The goal bestowed upon you is to find and store the ten re- 
maining treasures of the wizard of ancient days, Barboz. 

Adventurous Programming . . .Clayton Walnum 31 

Part 3, the final segment in our "write your own adventure" 
series. 

D&D Character Generator II 

Part I Bob Curtin 39 

A new version to create and store characters for Dungeons 
& Dragons. 

ST-Log 49ST 

The premier issue of ANALOG Computing's ST magazine — 
the people who started it all are doing it again. 

On-Line Russ Wetmore 89 

An interview with the creators of Synfile+, PaperClip and 
other popular software. 

Winter CES 1986: 

A Full Report Arthur Leyenberger 95 

We follow up our brief report of last month with a detailed 
look at what's new, from CES. 



FEATURES continued 

One for the Road Clayton Walnum 101 

Are you tough enough to take on the role of "Nails" O'Riley 
and the surprises that await him? 

Paperweight Curt Cox 113 

Beginners to the most advanced Atari users will find new in- 
sight with this program. 



REVIEWS 



Adventure Master (cbs software) . . . .Ray Berube 21 

Your imagination plus this program will equal a terrific ad- 
venture game. 

Panak Strikes! Steve Panak 107 

This month, Steve examines Hotel Alien (Artworx), Schreck- 
en (Mindless Endeavors), The Goonies (DataSoft) and Cham- 
pionship Lode Runner (Broderbund) . 



COLUMNS 



Editorial Diane L. Gaw 4 

Reader Comment 8 

New Products 19 

The End User Arthur Leyenberger 121 

Boot Camp Karl E. Wiegers 125 

Index to Advertisers 132 




ANALOG Computing (ISSN 0744-9917) is published monthly for $28 ($36 in Canada, $39 foreign) per year by ANALOG 400/800 Corp., 
565 Main St., Cherry Valley, MA 01611. Second class postage paid at Worcester, MA and additional mailing offices. POSTMASTER: Send 
address changes to ANALOG Computing, P.O. Box 625, Holmes, PA 19043. No portion of this magazine may be reproduced in any form 
without written permission of the publisher. Contents copyright © 1986 ANALOG 400/800 Corp. 



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• SPECIAL NOTE - Atari 130XE owners musl alBO purchase 
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Atari; CompuServe DemoPak; and Delphi are trademarks of Atari Corp.; CompuServe; and Genera! Videotex Corp., respectively. 



CIRCLE #107 ON READER SERVICE CARD 






ANALOG 

COMPUTING 

STAFF 

Editors/Publishers 

MICHAEL J. DESCHENES 
LEE H. PAPPAS 

Managing Editor 

DIANE L. GAW 

Contributing Editors 

BRADEN E. GRIFFIN, M.D. 
STEVE PANAK 
RUSS WETMORE 

East Coast Editor 

ARTHUR LEYENBERGER 

West Coast Editor 

JIM DUNION 

Cover 

ARNE STARR 

Contributing Artists 

MARK ASTRELLA 
JON A. BELL 
GARY LIPPINCOTT 
LINDA RICE 
JON THOMPSON 

Technical Division 

CHARLES BACHAND 
CLAYTON WALNUM 
DOUGLAS WEIR 

Production 

CONNIE MOORE 
EDYTHE STODDARD 
JANE SULLIVAN 

Advertising Manager 

MICHAEL J. DESCHENES 

Marketing Manager 

TORIN ROHER 

Circulation Manager 

PATRICK J. KELLEY 

Accounting 

ROBIN LEVITSKY 

Production/Distribution 

LORELL PRESS, INC. 

Contributors 

RAY BERUBE 

CURT COX 

BOB CURTIN 

SOL GUBER 

DANIEL A. SILVESTRI 

CHRIS SMITH 

KARL E. WIEGERS 

U.S. newstand distribution by 

Eastern News Distributors, Inc., 

1130 Cleveland Rd., Sandusky, OH 44870 

ANALOG Computing magazine 
(ANALOG 400/800 Corp.) is in no 
way affiliated with Atari. Atari is a 
trademark of Atari Corp. 



WHERE TO WRITE 



All editorial material (programs, articles, letters and press releases) should 
be sent to: Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603. 

Correspondence regarding subscriptions, including problems and changes 
of address, should be sent to: ANALOG Computing, 100 Pine Street, Holmes, 
PA 19043, or call 1-800-345-8112 (in Pennsylvania, call 1-800-662-2444). 

Correspondence concerning a regular column should be sent to our editori- 
al address, with the name of the column included in the address. 

We cannot reply to all letters in these pages, so if you would like an answer, 
please enclose a self-addressed, stamped envelope. 

An incorrectly addressed letter can be delayed as long as two weeks before 
reaching the proper destination. 



ADVERTISING SALES 




eeney & Assoc. 



ANALOG Computing 

Home Office 
Michael Des Chenes 
National Advertising 
(617) 892-9230 



NY 10113 
24S-3540 



Address i 
vertisiri 

ichael Des Chenes -\ Advertising Production 
ANALOG Computing 
565 Main Street, Cherry \)alley, MA 01611 



SUBSCRIPTIONS 

All subscriptions should be ad- 
dressed to: 

ANALOG Computing 

P.O. Box 625, Holmes, PA 19043 

or call our toll-free number: 

1-800-345-8112 

(in PA 1-800-662-2444) 

Foreign subscriptions must be 

made payable in U.S. funds. 

Subscription prices in the U.S.: 
$28 for 1 year; $52 for 2 years; $79 
for 3 years. 

Subscription prices in Canada: 
$36 for 1 year; $62 for 2 years; $89 
for 3 years. 

Foreign subscriptions: $39 for 1 
year; $72 for 2 years; S99 for 3 years. 
Airmail is available for foreign sub- 
scriptions at an additional $50 per 
year. 

Please allow four to six weeks for 
delivery of your first issue. 



PERMISSIONS 

No portion of this magazine may 
be reproduced in any form without 
the written permission from the pub- 
lisher. Most programs are copyright- 
ed and are not public domain. User 
groups should contact the publisher 
if they plan to place one of these pro- 
grams on any type of public-accessed 
bulletin board or disks. 



AUTHORS 

When submitting articles and pro- 
grams, program listings should be 
provided in printed and magnetic 
form, if possible. Articles should be 
furnished as typed or printed copy in 
upper and lower case with double 
spacing. If a submission is to be re- 
turned, please send a self-addressed, 
stamped envelope. 



EDITORIAL 



We're happy to say we've heard from 
quite a few readers in response to our 
last two editorials. Whether you agree 
with our views and policies or think we 
should be strung up by our thumbs, we 
are glad to get your feedback. 

It's important to us to know what's on 
your mind. Your input helps our deci- 
sion making process and shapes ANA- 
LOG Computing's future. 

One topic which motivated quite a 
few readers to write us is the "8-bit ver- 
sus 16-bit" controversy. It's apparent that 
many 8-bit owners think we're desert- 
ing their machines in favor of the new- 
er ST models. 

At the risk of being redundant here, 
we want to again assure you that there 
will still be plenty in these pages for the 
traditional Atari owner. 

The 400, 800, 600XL, 800XL, 1200XL 
and 130XE are computers that will last 
for many years. With good programs, 
they'll serve their owners efficiently and 
will be flexible enough to keep up with 
the times. They will continue to be a 
good buy for the home computer user for 
years to come. And we will support 
them, by supplying the very best 8-bit 
programs we can find. 

Last issue, Mike DesChenes' editorial 
promised that, rather than cut out 8-bit 
coverage, we would increase pages to 
accommodate all Atari computers. As 
you'll notice this month, we've done just 
that, with 132 pages instead of our usu- 
al 112. 

Now, in the center of ANALOG Com- 
puting, we're proud to present ST-Log. 
This premier "edition" is our first step 
to giving ST users their own resource. 

This ST-Log issue follows the adven- 
ture theme, with Clayton Walnum's Mr. 



Scratch and a review of Brataccas, a 
new graphic adventure from England. 
The C-manship series of tutorials has 
moved to this section, and we've also in- 
cluded ST-Check. 

Our newest programmer is Douglas 
Weir. He'll be contributing his expertise 
to ST-Log in issues to come, while Con- 
nie Moore and Edythe Stoddard add 
their talents to our production staff. 

ST-Log will bring you material on the 
520ST and 1040ST; ANALOG'S added 
pages will keep you up to date on 8-bit 
information. Articles or reviews of pro- 
ducts that are usable by either or both 
types of computer will be published in 
the regular pages of ANALOG Comput- 
ing. 

We'd very much like to see as many 
submissions as possible for ST-Log. High 
on our priority list will be those pro- 
grams aimed at business uses for the ST. 
This is a computer that can handle com- 
mercial needs. How about it, program- 
mers? 

It's our belief that this two-in-one for- 
mat will enable us to give you the best 
coverage of all Atari machines. Rather 
than "phasing out" news on the older 
models, we're "phasing in" information 
on the new computers. 

The newest Atari, the 1040ST shown 
at COMDEX and CES, has started up an- 
other controversy. Apparently, there are 
many dealers reluctant to carry Atari 
equipment if the 520ST is to be mass 
marketed. 

The original retailers of the 520ST feel 
that their market will be reduced and 
their profit margin lowered when stores 
like K-Mart begin to carry the computer. 
Some, we know, are threatening to dis- 
continue the entire Atari line. 



Jack Tramiel's plan was to mass mar- 
ket the 520ST and keep the 1040ST in 
computer stores only. Some are afraid 
that this division will put the smaller 
dealers out of the market. Even though 
their support and service are generally 
better thought of than that of chain 
stores, the buyer will naturally head for 
the lowest priced machine. 

This is not an easy question. Atari 
needs the quantity sales associated with 
mass marketers, but they also need the 
specialized dealers, whose service, large 
software selection and often more know- 
ledgeable staff bring in customers. 

One letter we received from a com- 
puter retailer said, "Atari people seem 
to be the best informed and wisest of 
shoppers that we cater to . . .We've got to 
do something about (the 520ST) being 
dropped by big dealers" in retaliation for 
the mass marketing move. 

His suggestion (which sounds a lot 
like our issue 39 editorial): "If there is 
a Games and Gadgets or an Electronics 
Boutique near you, bug 'em. Tell them 
you want Atari products and think that 
they're the best." Even when STs are sold 
in chain stores, there will still be money 
to be made by carrying a computer that 
delivers "Power without the Price." 



Diane L. Caw 
Managing Editor 
ANALOG Computing 



PAGE 4 / APRIL 1986 



ANALOG COMPUTING 



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That is compatible with Atari® 400, 800, 600XL, 

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Single or double density [software selectable]. 
Single or double-sided [software selectable]. 
Direct drive motor. 
Printer interface built-in. 



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WISE DENSITY 

• Automatic selection between single density, 
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AUTO RAM DISK INITIALIZATION FOR 
ATARI 130XE. 



Call (714) 549-2141 



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CIRCLE #102 ON READER SERVICE CARD 



ATARI USERS 



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835 & 1030 MODEM 
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This BBS Bulletin Board system will 
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This BBS has over 25 functions 
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This package comes on a double 
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EPROM BURNER PLUS 

32K CARTRIDGE 
COPIER & CREATOR 

At last a sophisticated EPROM 
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The EPROM BURNER will be shipped 
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This EPROM BURNER will program 
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BEST of all. you can just use the copy 
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All advertised products are fully compatible with ATARI M XE 



DENSITY "DOUBLER" 

DOUBLE THE POWER- 
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For more info., refer to 1050 
Duplicator ad on opposite page 



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WRITE-RIGHT 

This device will allow you to write 
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^TECHNICAL 7 
<BREAKTHROUGjjf 

TELEGUARD 

Truly a technological break- 
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Of course, you must have our 
DUPLICATOR 1050 to send and 
receive. 

Teleguard will be available for 
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DUPLICATING 
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Formerly Gardner Computing £3™..*! (516)333-5805, 5807, 5808 



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TERMS: We accept American Express. Visa. MasterCard and COD orders Foreign orders must be in US dollars Ail personal checks allow 14 days to clear Most items snipped wtthin 24 hours 



CIRCLE #103 ON READER SERVICE CARD 



The 1050 
DUPLICATO 
IS HERE... 



T.M 



INCLUDES NEW 
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READ « WRITE 3X FASTER 
IN SINGLE AND I 

DOUBLE DENSITY! 



THE 1050 DUPLICATOR: The most powerful 
diskdrive copy system ever developed for the ATARI. 




The only Copy System 
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What will it do? 

The main purpose of the Duplicator is to 
copy dlsksl You will be able to copy just about 
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19 through 24 sector 
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>-You will still have 
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and one half, and double 
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High speed read & write. Your disk drive 
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The 1050 drive now reads one sector 
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standard, unenhanc- 
ed drives to read one. 



m> Included with every 

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TERMS: We accept American txpren, Vita, MasterCard and COD. orders Foreign orders must be In U.S. dollars. All personal checks allow 14 days to clear. 
Most Items shipped within 24 hours. 



CIRCLE #103 ON READER SERVICE CARD 




n 



READER 
COMMENT 



Correction. 

There are a couple of problems with 
DLI Maker (issue 38). The following 
corrections should be made to the pro- 
gram. Change the Z in Line 160 to Kl. 
Change the Kl in Line 10020 to 1. 

Also, the steps for creating the third 
example should be: 

flj Change a memory location 

(2) Some other address 

(3] $D401 

(4) To a constant 

(5)6 

(6) Save DLI and quit 

(7) Use display list byte numbers 

(8) Place on byte 16 

Bank Switching correction. 

In your December issue of ANALOG 
Computing (37), on page 53, Bank 
Switching for the 130XE by Allen Moose 
and Marian Lorenz, there is a mistake 
or a misprint in Figure 2. The portion 
on Access Select Bits should have read: 
ACCESS SELECT BITS 
Bits D 5 D 4 ANTIC CPU 
Extra Extra 

1 Extra Normal 

1 Normal Extra 

1 1 Normal Normal 

Yours truly, 
Paul Luensec 
Hickory, NC 

A new kind of BBS. 

I've got this great idea for a BBS. 

The first guy does up a message on 
his computer, prints out hardcopy and 
puts it in an envelope. Then a guy in a 
blue costume delivers it right to the door 
of the second guy. 

I figure it will cost about twenty-two 
cents at first, but once the idea catches 



on, we can raise the price every couple 
of months! 

C.U. soon 

"Fingers" Whittlesey 

East Windsor, CT 

We at ANALOG Computing are, of 
course, intensely interested in new de- 
velopments in the telecommunications 
field. We feel that your proposed BBS 
system displays the true genius that is 
found only in those ideas whose simplic- 
ity belies their actual value. For that rea- 
son, we would like you to consider us 
"partners in fortune." You will find that 
we have the resources necessary to make 
your dream a reality. 

We would also like to share some new 
ideas that occurred to us. Perhaps it 
would be a good idea to put "dumb ter- 
minals" at major intersections through- 
out the city. These would be in the form 
of large, metal boxes painted blue. Users 
could transmit data with greater ease 
and convenience. Also, we envision each 
city with its own "CPU," a large, brick 
structure in which data would be sort- 
ed and sent along its appropriate data 
bus. 

Of course, we still need to do a good 
deal of testing before we can consider the 
system ready for public release. — Ed. 

8-bit country. 

I have been a subscriber to ANALOG 
Computing for the past two years. I have 
appreciated the style and coverage of the 
Atari which your magazine has provid- 
ed. Your February 1986 editorial (issue 
39) was disappointing. 

First of all, it is not the responsibility 
of your readership to make the ST a suc- 
cess. That is a function of Atari Corp.'s 
marketing effort, and the acceptance of 
the ST by the user community. I, like 
many Atari owners, have no intention of 



"going out this week (forking over $800) 
and buying an ST." It's not "up to us (me) 
to show them that we — and Atari — 
mean business." 

In case you have lost sight of the 
majority of your readership, most of us 
are 8-bit users with extensive (and ex- 
pensive) investments in 400/800 (in- 
cluding XL) technology and software. In 
fact, the largest portion of Atari's cus- 
tomer base are people who, in late 1984 
and early 1985, bought 800XLs, and 
related peripherals, during J.T.'s market- 
ing blitz! 

Many of these new users have either 
stored their 800XL in the closet, are us- 
ing it as a doorstop, or are trying to fig- 
ure out what to do with it! This is the 
audience which past issues of ANALOG 
Computing addressed so well, and this 
is the audience which still needs to be 
addressed — not with ST hype! 

Come on ANALOG! Balance your 
coverage of the Atari subject. ST cover- 
age is fine in its place, but don't insult 
the intelligence of your readership with 
unnecessary hype. Your February issue 
raises doubts in my mind about your 
continued commitment to the traditional 
Atari user, like me (and I have heen one 
for a very long time). 

Yours truly, 

Gordon C. Griswold, Jr. 

Westfield, NJ 

We appreciate the feedback. As was 
pointed out in issue 40's editorial, we 
can't help being excited over Atari's new 
products, but we'll still have plenty of 
coverage on 8-bit machines. In fact, as 
new developments come along — and as 
everyone's know-how increases — we see 
better and better 8-bit programs being 
submitted to us. ANALOG Computing 
is committed to giving our readers the 
best of these, for all Ataris. — Ed. 



PAGE 8 /APRIL 1986 



ANALOG COMPUTING 



More fun 




out of 
entures 



by Daniel A. Silvestri 

Adventure gaming is the rage, but a 
good adventure can take hours upon 
frustrating hours to solve. Here are some 
hints to make adventuring more enjoy- 
able, plus a way to make your computer 
earn its keep by helping you solve even 
the most advanced adventures! 

Every one of us, despite how clever we 
think we are, comes to a point in an ad- 
venture game where it's gotten the bet- 
ter of us. A good adventure game should 
be challenging enough to stump us a few 
times. We begin each adventure believ- 
ing this is the way it should be. 

Once into the adventure, however, it's 
easy to become frustrated: some huge, 
oaken door is locked, and we don't have 
the key; some secret passage remains 
hidden, because we haven't spoken to 
the ancient gnome; the air in the space- 
ship becomes thinner and thinner, be- 
cause we haven't been able to repair the 
oxygen machine in time. If this sounds 
familiar, read on. Your quick mind and 



your computer can work wonders to 
move you on your merry way! 

Skills needed. 

Adventure gaming requires the exer- 
cise of certain skills and virtues, like pa- 
tience and dedication to the cause. Most 
good adventures will take a logical ap- 
proach to problem-solving. For example, 
if I need to get across a stream and the 
current's too swift to swim, then I know 
I may need to build a bridge. This pro- 
blem-solving technique gives the clever 
adventurer a fighting chance to figure 
out for himself what needs to be done 
in certain circumstances; it rewards you 
for your own creativity. 

I've played adventure games that rely 
heavily on logical inference as the way 
to their solution. Other adventures do 
not rely on logic and, therefore, leave the 
adventurer lost in a special world where 
there are none of the rules he or she so 
desperately needs. 

Some nonlogical games are extreme- 
ly difficult to complete, simply because 
you can't as readily figure out the cor- 
rect path to the solution. Almost any- 



thing can work, and you're at the mer- 
cy of the programmer. In these games, 
trial and error seems to be the best ap- 
proach to completing your quest. I find 
this kind of adventure tedious and, 
eventually, put the disk away. 

Adventure game ratings. 

When selecting an adventure to play, 
we should attempt to choose one with- 
in our abilities. The rating system, how- 
ever, is far from being standardized. A 
"standard" level game from one compa- 
ny may be far more difficult than an "ad- 
vanced" rated game from another. If you 
choose a game that's out of your league, 
it can easily become a bore. When you 
get stuck and there seems to be no way 
out, and hours have passed since any 
progress at all was made, you might just 
feel like tossing it. But wait! 

Not all of us have a group of friends 
we can rely on to discuss the merits of 
certain computer games over others. If 
we do, we can easily ask a friend who's 
played a particular adventure to rate it 
for us. We can even ask for help when- 
ever we need it. 



ANALOG COMPUTING 



APRIL 1986 / PAGE 9 




Adventure Fun continued 



Well, as we all know, there are many 
different "hint" books on the market to 
help us through the most Herculean ad- 
venture. These come in one of two ba- 
sic categories: full-blown books that 
include hints, maps and solutions to per- 
haps thirty or more adventures; or in- 
dividual hint books (like Invisiclues from 
Infocom), which give you gradual 
nudges in the right direction on a specif- 
ic adventure adventure only. A multi- 
adventure hint book can cost up to $20, 
while individual hint books are in the 
$8 range. They do their job well and will 
get you through the selected adventures, 
but you must pay the price for your lack 
of patience and creativity. 

Hints on adventuring. 

Every adventure requires you to find 
certain objects and manipulate them in 
specific ways, in order to accomplish 
your goal. With that in mind, here are 
some hints to help all computer adven- 
turers along their way to a successful 
quest. 

[1] More often than not, once you've 
used an object you won't need it again. 

(2) Since the number of objects you 
can carry is always limited, drop the 
item you just used in a safe place. 

(3) If the game seems to employ the 
logical approach, as mentioned earlier, 
ask yourself what you'd do in real life 
if confronted with the same set of cir- 
cumstances. 

(4) Make a list of all possible solutions 
to a particular problem, then test them 
out. Eliminate one at a time. 

(5) Always keep a running list of the 
objects you've found and what each has 
been used for thus far. 

(6) Naturally, if the situation requires 
it, make a map. Mark on it the many lo- 
cations and items found. Often, where 
a particular item is originally located 
will give you a clue as to its use. 

(7) When stuck, review the list of 
items that you've found and focus on the 
ones that you haven't yet used, to see 
how they might fit into the solution. 

(8) If you're still stuck, look at the list 
of found items again. This time, try to 
see if one item can be used with anoth- 
er. An obvious example is: bullets with 
a gun. There are many not-so-obvious 
combinations that can lead to a break- 
through. 

(9) Read, read, read! Always read the 
descriptions thoroughly. There are hints 
hidden in text and, sometimes, in the 
graphics if you're playing a graphic ad- 
venture. 



(10) When you're really stuck and 
have exhausted all your logical ability, 
your computer and telecommunication 
equipment can really help. 
Getting help. 

Many times I've come up against a 
solid wall of confusion, unable to make 
further progress in a game. Since I'm 
playing a computer adventure, I feel that 
acquiring a hint through my own real- 
life computer is both fair and ingenious! 

On go the red lights of my modem; on 
go the drive lights; up comes the 
telecommunications software; the air 
fills with the beeps of the modem dial- 
ing a local bulletin board. Ah, the sweet 
sound of "Connect!" 

If you have telecommunications 
equipment, by all means put it to work 
to help you solve adventures, as well. 
While you may not know anyone down 
the street to help with your gaming pro- 
blems, the world is full of adventurers 
just like you. Many, you will find, have 
solved the adventure you're now on and 
they're more than happy to help a fel- 
low adventurer. 

I've left messages for adventure game 
help on bulletin boards throughout my 
city and the surrounding area, and I've 
always received help from my remote 
friends — people I don't even know! 
They've never let me down. So many 
times I did all I could to get past a per- 
plexing problem, with no success. 

By leaving a specific message on lo- 
cal boards, requesting not a solution but 
a hint, I've always managed to continue 
my quest without having to purchase 
books and hints. This method requires 
its own degree of patience, however, be- 
cause it can be several days before a re- 
sponse is posted to you — but it will be 
posted. Help is on the way. Post the 
same plea for help on several boards 
simultaneously, to decrease the response 
time. 

When looking for a board to post help 
messages, it's best to find one that deals 
specifically with your computer. Some 
adventures have slight variations from 
one system to another, and you could get 
even more frustrated if you're not care- 
ful. 

Most BBSs (Bulletin Board Systems) 
have a menu selection which defines the 
equipment configuration used by the SY- 
SOP (System Operator), so take a look. 
Friendships can be established through 
your local boards, as well. After a num- 
ber of message exchanges on a board 
with someone who's helping you, it's not 



uncommon to exchange voiceline phone 
numbers, so that you can get instant 
help (and make a new friend). 

With diligence and patience, you can 
solve any adventure game, getting as lit- 
tle or as much help as you need, while 
going on your own "live" computer ad- 
ventures. Use the hints above to your ad- 
vantage. 

When all else fails, contact your re- 
mote friends, who are just waiting to 
help via their modems, and embark on 
your very own solution hunt. It could 
take you endless miles without ever 
leaving your home. It's great fun to see 
messages posted to you, containing 
hints to help you get more fun out of ad- 
venture gaming. After all, we play these 
games to have fun, not to waste time. B 

Daniel A. Silvestri taught at a universi- 
ty before turning to sales. Now the Re- 
tail Account Manager in Illinois and 
Wisconsin for AshtonTate, a major man- 
ufacturer of business software, he enjoys 
adventure games, personal manage- 
ment, and business software. 



FROM 

OPPORTUNITY 

DISK 

For $2.95 (plus $1.00 
for postage) you get 
to see the oppor- 
tunity of a lifetime. 
Just boot the disk into 
a 48K or 64K Atari, and 
watch the show. 

NYS Residents Add Sales Tax 

Orders from Outside the USA and Canada 
Should Add $2.50 Postage 

SENECOM 

Dept. 49 

13 Whitest. 

Seneca Falls, N.Y. 13148 

Atari® is a registered trademark of Atari 
Corporation. 

Senecom® is a registered trademark of 
Seneca Computer Company, Inc. 



PAGE 10 / APRIL 1986 



ANALOG COMPUTING 



32K Cassette or Disk 



TUTORIAL 





The Dragon 

and ° 

The Turtle 



by Sol Guber 



A precursor of LOGO was the language LISP. It was 
used for list processing and had a very unusual prop- 
erty: the statements that were used to run a program 
were themselves a list. Thus, LISP could manipulate 
itself in ways that are only dreamed of in other lan- 
guages. It's for this reason that LISP is still around 
today since it's an ideal language for use in artifi- 
cial intelligence work. List processing is still part of 
LOGO — a very important part. 

Let me digress and explain some of the LISP- 
derived commands that are still found in LOGO. 
First, variables are very difficult to handle in LOGO, 
but lists are a necessary part of the language. Com- 
mands like SETPOSition expect a list of two num- 
bers, so that the turtle will know where to move. 
There are strange commands, like BUTLAST and 
BUTFIRST, to take a list and give back another list 
that's the same, except that the first item in the list 
is gone (BUTFIRST). Lists can be made up of other 
lists. They can be put together and taken apart. 
There's even a special command called NUMBER that 
tells how many members are in a list. 

One further digression, I've been talking about lists 
and haven't shown any examples of one. In LOGO, 
lists are enclosed in brackets []. It can be a list of 
names [Rebecca Lauren Gabriel Daniel], numbers [3 



6 2 8], or a mixed list (with the first element in the 
list itself a list) [[1 3 7 2] Rebecca Gabriel Jason]. 

Let's call this list ABC. ABC has four members in 
it. If we asked LOGO to NUMBER ABC and PRINT 
the answer, it would give us 4. If we asked LOGO 
to BUTFIRST ABC, then LOGO would give us [Re- 
becca Gabriel Jason]. If we asked for FIRST ABC, 
then it would give us [1 3 7 2]. Several other com- 
mands that can be used for manipulating lists in- 
clude: SE, WORD, and CHAR. 

You're probably asking yourself how this relates 
to anything that's fun or useful. When a command 
is written in LOGO, it's written as a list. The com- 
mand can be manipulated and changed, then run. 
LOGO doesn't care if it's a list or a command. 

What we're going to do is write a program to make 
the turtle draw what's known as a "dragon curve." 
The dragon curve is a mathematical formula that's 
very recursive and, in effect, bites its own tail. Ev- 
ery dragon curve will become more complicated until 
it fills the screen, but every new dragon curve is relat- 
ed to its predecessor through a simple procedure. 

The dragon curve is a method of making a line that 
fills up a space. The classic dragon curve will not 
touch itself at more than two points and will never 
cross itself. The Dragon and the Turtle (D&T) is made 
up so that the classic dragon curve is drawn, or you 
can start the dragon curve with your own formula. 



ANALOG COMPUTING 



APRIL 1986 /PAGE 11 



«l 



The Dragon and the Turtle continued 



To make the turtle draw a dragon curve is very 
easy. The classic dragon curve of order 1 is L. This 
means that the turtle walks forward so far, then makes 
a left turn and walks the same distance again. Order 
2 takes the Order 1 curve, adds an L to it, then goes 
backwards through the old one, reversing every L to 
an R and every R to an L. Thus, the Order 2 curve 
is L-L-R. This means that the turtle walks forward, 
makes a left turn, walks forward, makes a left turn, 
walks forward, makes a right turn, then walks for- 
ward again. 




The Order 3 curve is made from the Order 2 curve. 
It is LLR-L-LRR, again reversing the Ls and Rs in a 
backward direction. Order 4 is LLRLLRR-L-LLRRLRR, 
and so forth. It's very easy to teach the turtle to walk 
this path. As the path becomes more complicated, 
it begins to look like a Chinese dragon. 

Now let's get back to list processing. Let's assume 
that there's a list with the instructions for a turtle on 
how to walk to make a dragon curve. If it's a list, then 
it can be manipulated, with a new list made that's 
the next order of complexity, and then the next. Let's 
see how this is done. There are procedures used to 
manipulate this list of the directions. 

First let me explain several of the less common 
LOGO commands. The ones that I'll describe are SE 
(SEntence), RUN, and COUNT. I'll also explain more 
about the recursiveness of LOGO. 

SE is an easy command. It takes the elements as 
its inputs and makes a list of them. For example, SE 
[1 2 3] [REBECCA LAUREN] would give an output 
of [1 2 3 REBECCA LAUREN] . This is very useful 
for making up lists. It's not the same as using LIST 
to combine them, because then we'd get [[1 2 3][Re- 
becca Lauren]]. 



The difference is more evident if we use the NUM- 
BER command to determine the number of elements 
in the list. If we NUMBER the first list made by us- 
ing SE, then the result would be 6. If we NUMBER 
the second list made by using LIST, then the result 
is 2. 

The next strange command is RUN. RUN takes the 
next list and tries to make it perform an action. If 
all the commands in the list are defined, then the 
proper action will be performed. This is the heart 
of any LISP program, the making of a proper list and 
RUNning it. 

Another useful set of commands is BUTFIRST and 
FIRST. Let's again use the list [12 3 4]. The FIRST 
member is [1] and BUTFIRST is [2 3 4]. There's a cor- 
responding set of commands called LAST and BUT- 
LAST, which take the list and everything but the last 
member in a list. 

Finally, there's the command WORD, which makes 
up a word out of its inputs, and CHAR, which out- 
puts a character from a number value. 

There are two other commands used in D&T. The 
first is RC (Receive Character) which outputs the next 
character read from the keyboard. There's also RL (Re- 
ceive Line) which gets a whole line that is typed and 
ended with RETURN. 

Now that I've introduced several of the new com- 
mands to be used, let's go through the program. The 
main command is DRAGON. It MAKEs STEP 50 and 
then does procedure START. START asks if you want 
to make your own dragon. 

The next statement is an IF test, to determine if 
the character typed is an N. If it is, then DRAG is 
made equal to [L], and a classic dragon is drawn. If 
the character isn't N, then a line is printed telling you 
to type Rs and Ls to make your own formula for a 
dragon. 

DRAG is made equal to the value from RL (Receive 
Line). 

There are two checks to decrease the size of STEP, 
so that the dragon will fit on the screen. The pro- 
gram then returns back to DRAGON. WINDOW is 
called to make the field larger, so that the turtle will 
go out of bounds rather than make a poor dragon 
curve. Then DRAW is repeated 10 times. 

DRAW is the main procedure. It calls most of the 
other procedures and makes the turtle draw the drag- 
on curve correctly. The first thing DRAW does is 
check to see if a key has been pressed (KEYP). If it 
has, then the program stops. 

The next thing D&T does is make a new variable 
equal to DRAG. If you remember the conventions of 



PAGE 12 /APRIL 1986 



ANALOG COMPUTING 



LOGO a " before a variable signifies the name. A : 
before a variable signifies its value. So MAKE "WORK 
.-DRAG means make the variable WORK equal to the 
value of DRAG. 

The next step is to put an L on the end of WORK. 
This is done by making WORK equal to the SEntence 
of WORK CHAR 76 (LJ. Next, the procedure REDO 
is called. 

REDO is a recursive procedure. This means that 
it uses itself. The only way this can work — and not 
turn into an endless loop — is if there's a check to stop 
the loop. 

The first statement does just this. If 0=COUNT 
:DRAG, then stop. If there are no more values in 
DRAG, then stop. The next statement makes the 
modifications for the next order of the dragon curve. 
IF R is the last member of DRAG, then MAKE 
"WORK the value of WORK and CHAR 76 (LJ . Other- 
wise make WORK equal to WORK and CHAR 82 (RJ. 
The next line makes DRAG equal to BUTLAST 
DRAG, and the REDO does it again. Each time DRAG 



goes through REDO, it becomes shorter. It will fi- 
nally fall out of REDO and return. 

Back in DRAW, DRAG is made equal to WORK. The 
screen is cleared (CS), then we TELL turtle to go 
to work. The next statement is the heart of the pro- 
gram. It's RUN :WORK. It says to take the list found 
in WORK and RUN it. 

As we've seen previously, WORK is made up of a 
series of Rs and Ls. Now we're telling the program 
to RUN this? There are still some procedures that we 
haven't yet gone through, and two of these are R and 
L. R calls WALK and gives it two values: 90 and 
STEP. 

The procedure L calls WALK with the values: - 90 

and STER WALK takes these two values and makes 

a RIGHT turn of the number of degrees, then moves 

forward the STEP length. What we've done is define 

R and L so that they make sense in this program. 

When we tell the program to RUN :WORK, what it 

will do is take the Rs and Ls, and make a pattern on 

the screen. 

[Continued on next page] 



WHAT IS 
CHECKSUM DATA? 



Most program listings in ANALOG Computing are followed by a table of numbers appearing as 
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunction with 
D:CHECK and C:CHECK (which appeared in ANALOG Computing issue 16 and the ANALOG 
Compendium) or with Unicheck (from issue 24, updated in issues 31 and 39). 

D:CHECK and C:CHECK (written by Istvan Mohos and Tom Hudson) and Unicheck (by Tom 

Hudson) are designed to find and correct typing errors when readers are entering programs from 
the magazine. For those readers who would like copies of these articles, you may send for back 
issue 16, 24, 31 or 39 ($4.00 each) or the ANALOG Compendium ($14.95 plus $2.00 shipping and 



handling) from: 



ANALOG Computing 

P.O. Box 625 
Holmes, PA 19045 



ANALOG COMPUTING 



APRIL 1986 / PAGE 13 



«l 



The Dragon and the Turtle continued 



The rest of the program is rather straightforward 
now. Once turtle has made the pattern, SET_UP 
tells all four turtles to simultaneously make the same 
pattern, using another RUN :WORK command. All 
the turtles are oriented at 90-degree angles, so that 
there will be four dragons tail to tail on the screen. 
After this is done, REDUCE makes STEP smaller, if 
it's not less than 4. The program then falls back to 
DRAGON. 

There's one more set of routines used in this pro- 
gram which wasn't added at a specific spot. One of 
the lacks of LOGO is that there's no screen dump rou- 
tine written specifically for it to work with any sort 
of printer. I've written a set of procedures to put a 
screen dump on a printer, but it needs to be specifi- 
cally modified to run on individual printers. 

First, let me explain about how the screen's set up 
in memory. There's an area in memory called "screen 
memory," which contains information on what will 
be put on-screen. Each byte of memory contains 8 
bits. The system uses these two at a time to make 
the dots on-screen. The turtle draws in graphics 7 
mode, and each byte of memory corresponds to 4 dots 
(or pixels) on the screen. The bits, taken two at a time, 
say which color is to be used for the dot. Since 2 bits 
can only have the values of 00 01 10 11 (0, 1, 2, 3), 
this corresponds to which pen is used to make the 
dot. 

The screen dump takes the 8 bits and divides them 
into two parts. It then looks at each 4-bit part, which 
contains the information about 2 pixels and decides 
what pattern it is. Since most printers cannot make 
colors, this routine simply determines if the pixel is 
lit or not. 

The four possibilities for 2 pixels are: both dark, 
left dark-right lit, left lit-right dark and both lit. Since 
there are 160 pixels across the screen, the 2-pixel pat- 
tern will correspond exactly to the 80 columns across 
the page, and a screen dump can now be done. 

Since every printer is different, four procedures 
have to be modified to correspond to your particu- 
lar printer. I have an NEC 8023, and D&T was writ- 
ten for that, but it's easy to make the changes. The 
four procedures needing modification are: BLANK, 
LEFTBLANK, RIGHTBLANK and SQUARE. These 
send certain characters to the printer. To do this, SET- 
WRITE "P:" must be done first. Then, when BLANK 
is used, it TYPEs the CHAR whose value is 32 into 
the printer. In most printers, this is the value that's 
the blank character. LEFTBLANK uses the CHAR 139 
to put a half-column of darkness on the printer. On 
other printers (like the 825) the value 24 is used. The 



Epson uses a 234 for this. SQUARE uses the value 
135 to put a black square on the printer. The 825 uses 
a 162, and the Epson a 239. 

On the 825, a 150 value will give a RIGHTBLANK. 
The Epson uses a 233, however, the RIGHTBLANK 
for the NEC uses a more complicated routine — to put 
a blank right on the printer. The NEC doesn't have 
a special character for a half column with the right 
partially filled, so I had to make up my own. The 
NEC does have something called "pin addressing," 
which can make up for this. 

Every pin of my dot-matrix printer can be told 
whether to be "in" or "out." What I want for RIGHT- 
BLANK is a character made up of four vertical col- 
umns of nothing, then four columns of full blackness. 

To do this, we need to send the printer coding that 
sets up properly for pin addressing {27 83), then tell 
it that there will be eight numbers coming to be used 
(48 48 48 56). Finally we give coding for the actual 
printing [0000 255 255 255 255). I've generated 
my own character, with the printing that I want. 

We also need to have the lines closer together, to 
make the picture appear more realistic. There's a 
procedure called SPACING that changes the spacing 
to 8 /7 2 of an inch. This will have to be modified to 
your own printer. The Epson uses a [27 65] coding. 

Thus, to do a screen dump, PRINTER is called. 
It determines the first spot in memory that's screen 
memory, by checking the pointer at 14273, and sets 
this value to SCREEN. It starts the printer and 
changes the spacing, then calls LINE 96 times to print 
out all 96 lines of the screen. Last, it turns off the 
printer. LINE calls PIXEL 40 times and, after each 
call, increments SCREEN. 

PIXEL finds the value at the location SCREEN and 
separates it into two parts which it sends to WRITE 
if these aren't 0s. If they are 0s, then two BLANKS 
are sent, and the procedure returns to LINE. 

WRITE determines if a BLANK, a RIGHTBLANK, 
a LEFTBLANK, or a SQUARE coding is to be sent 
to the printer. It then returns to PIXEL. 

PRINTER is extremely slow. It will take almost five 
minutes to print out the full screen. I'll control my- 
self and make no bad puns about turtles. There are 
facilities to create the screen dump in machine lan- 
guage, but that's not the purpose of this program. If 
I were to add it, the step would be in DRAW, as fol- 
lows: IF .-STEP <5 THEN PRINTER. 

This article is an example of a program writing its 
own program, the major characteristic of LISP. It 
doesn't care if the list contains names, numbers or 
instructions, it's treated and stored just the same. 



PAGE 14/ APRIL 1986 



ANALOG COMPUTING 



ATARI DISK DRIVE OWNERS . . . 
HAPPY BLASTS RETAIL PRICE— ORDER TOLL FREE! 




THE FAMOUS HAPPY ENHANCEMENT NOW ONLY $149.95 
for 1050 order number HC1G, for 810 order number HC8G 

Makes your disk drive read and write faster, and allows you to execute the HAPPY WARP SPEED SOFTWARE. 
Available only for ATAR1 1 050 and 81 disk drives. 1 050 version allows true double density plus the original single 
and enhanced density. PRICE INCLUDES WARP SPEED SOFTWARE BELOW, installation required. 

HAPPY WARP SPEED SOFTWARE REV 7 (not sold separately) 

Includes the famous HAPPY BACKUP and COMPACTOR which are the most powerful disk backup utilities 
available for your ATARI computer, plus MULTI DRIVE which allows high speed simultaneous reading and writing 
with up to 4 HAPPY ENHANCED drives, plus SECTOR COPIER which is the fastest disk copier that supports the 
130XE RAMDISK, plus the WARP SPEED DOS which improves ATARI DOS 2.0s to allow fastest speed, plus 
HAPPY'S DIAGNOSTIC which allows comprehensive disk drive testing. 

HAPPY 1050 CONTROLLER $64.95 order number HC2G 

For use with HAPPY ENHANCED 1050 disk drives only. Allows easy access to HAPPY 1050 slow and fast speeds 
and ultimate control of disk drive write protect, including writing to disk back side and protecting valuable data 
disks. Printed circuit board has switches and write protect indicator LED, installation required. 

GET YOUR FAVORITE HIGH SPEED DOUBLE DENSITY DOS 

Both of these disk operating systems support the fastest speed with both HAPPY 81 0* and 1 050, and with HAPPY 
1050 you get true double density. WARP SPEED DOS XL is HAPPY's own version of OSS DOS XL, and includes 
under cartridge, under ROM and AXLON RAM disk version, and is order number HC4G at $29.95. TOP DOS 
version 1 .5 from ECLIPSE SOFTWARE has more menu driven features, operates in all three densities, supports the 
130XE RAMDISK, and is order number HC6G at $39.95. *Note: 810 requires upgrade below. 

810 VERSION 7 UPGRADE $49.95 order number HU3G -XXXX 

Allows older 81 HAPPIES to use newer software. Includes custom plug in IC and rev 7 WARP SPEED SOFTWARE. 
Same price for all HAPPY 810s registered or not. When ordering replace XXXX in part number with the serial 
number of your HAPPY COMPUTERS manufactured 81 board, or with a 2732 or 2532 which corresponds to the 
EPROM part number in your HAPPY 81 socket A1 02 of your side board modified HAPPY (not made by HAPPY 
COMPUTERS), installation required. Upgrade not needed for new 810 HAPPYS and serial number over 8000. 

SUPER PACKAGE SPECIALS 

Get a HAPPY 1050 ENHANCEMENT and CONTROLLER and WARP SPEED DOS XL for just $199.95 order 
number HS5G, or get the same with TOP DOS 1 .5 instead of DOS XL for just $21 4.95 order number HS7G. If you 
already have the 1 050 ENHANCEMENT you can get the HAPPY 1 050 CONTROLLER and WARP SPEED DOS XL 
for $74.95 order number HXL9G, or get the HAPPY 1 050 CONTROLLER and TOP DOS 1 .5 for just $84.95 order 
number HTD9G. For other specials and dealer pricing call (408) 779-3830. 

All prices include UPS shipping in USA, add $1 0.00 for shipment outside USA. California residents add sales tax. No extra charge for credit cards or COD, VISA or 
MASTERCARD accepted. Our toll free number is an order taking service, not our line. To ORDER ONLY call (800) 538-81 57 outside California, or (800) 672-3470 
inside California, ask for extension 81 7 and have your credit card, part number and quantities ready. Toll free hours 6 am to 1 2 pm Mon.-Fri., 8 am to 8 pm Sat. & 
Sun., Pacific Time. For answers to questions call HAPPY COMPUTERS at our number below. Office hours 9-5 Mon.-Fri. Pacific Time. 



HAPPY COMPUTERS, INC. 



P.O. Box 1268 * Morgan Hill, CA 95037 * (408) 779-3830 



^ 



The Dragon and the Turtle continued 



Thus, an instruction list can be modified when need- 
ed or when checked by external observations. It's this 
capability which makes LISP the language of choice 
for artificial intelligence work. H 



TO DRAGON 

MAKE "STEP 50 

START FS 

REPEAT 10 tDRAHl 

END 



Attention: In the article The Dragon and the 
Turtle, the exclamation points at the end of pro- 
gram lines shouldn't be typed in. They are there 
to indicate that the statement wraps around to 
the next line. 



TO LINE2 

TYPE .EXAMINE :SCREEN 

HAKE "SCREEN : SCREEN + 1 

END 

TO LIHE1 

REPEAT 40 ILINE21 

END 

TO R 

HALK 90 5 STEP 

END 

TO SET_UP 

TELL [0 1 2 31 PU HOME CS 

TELL 1 SETH 5ETPC 39 

5ETPN 

TELL SETH -90 SETPC 1 15 

SETPN 1 

TELL 2 SETH 90 SETPN 1 

TELL 3 SETH 180 SETPC 2 87 

SETPN 2 

TELL tO 1 2 3] 

PD 

END 

TO REDO 

IF = COUNT :DRAG [STOP] 

IF ERUALP "R LAST :DRAG [HAKE "WORK ! 

SE :H0RK CHAR 761 [MAKE "HORK SE :H0! 

RK CHAR 821 

MAKE "DRAG BUTLAST :DRAG 

REDO 

END 

TO REDUCE 

IF 4 > :STEP [STOP] 

MAKE "STEP INT !STEP / 1.3 

END 

TO DRAW 

IF KEYP [STOP] 

MAKE "HORK :DRAG 

MAKE "HORK SE :H0RK CHAR 76 

REDO 

HAKE "DRAG :H0RK 

TELL 

CS 

RUN :H0RK 

HAIT 45 

SET-UP RUN :H0RK 

REDUCE 

END 

TO START 

PRINT [DO YOU HNAT YOUR OHN DRAGON Y! 

/ Nl 
IF EOUALP RC "N [MAKE "DRAG [LI STOP! 
1 
PRINT [YOU HILL NEED TO TYPE R'S AND! 

L'SI 
PRINT [HITH A SPACE BETWEEN EACH ONE! 
] MAKE "DRAG RL 
IF 5 < COUNT :DRAG [MAKE "STEP :STEP! 

/ 1.2] 
IF 8 < COUNT iDRAG [MAKE "STEP S5TEP! 

/ 1.21 
END 



TO L 
HALK 
END 



-90 :STEP 



TO HALK :a :b 
RIGHT :A 
FD :B 
END 

TO NAME 

IF = COUNT :H0RK [STOP] 

RUN FIRST :H0RK 

MAKE "HORK BUTFIRST :H0RK 

NAME 

END 

TO PRINTER 

HAKE "SCREEN .EXAMINE 88 * 256 K .EX! 

AMINE 89 

SETHRITE "P: SPACING 

REPEAT 96 [LINE1] 

SETHRITE [] 

END 

TO BLANKING 

REPEAT 25 [RIGHTBLANK] 

PRINT [] 

END 

TO LINE 

REPEAT 40 [PIXEL! 

END 

TO PIXEL 

MAKE "SPOT .EXAMINE : SCREEN 

HRITE INT :SP0T / 16 

HRITE REMAINDER :SPOT 16 

HAKE "SCREEN : SCREEN + 1 

END 

TO RIGHTBLANK 
TYPE CHAR 27 TYPE CHAR 83 
TYPE CHAR 48 TYPE CHAR 48 
TYPE CHAR 48 TYPE CHAR 56 
TYPE CHAR TYPE CHAR 
TYPE CHAR 8 TYPE CHAR 
TYPE CHAR 255 TYPE CHAR 255 
TYPE CHAR 255 TYPE CHAR 255 
END 

TO BLANK 
TYPE CHAR 32 
END 

TO HRITE :A 

IF = :A [BLANK STOP] 

IF 4 > :A [RIGHTBLANK STOP] 

IF 8 = REHAINDER :A 4 ILEFTBLANK STO! 

PI 

SQUARE 

END 

TO SPACING 

TYPE CHAR 27 TYPE CHAR 84 

TYPE CHAR 49 TYPE CHAR 54 

END 

TO SQUARE 
TYPE CHAR 135 
END 

TO LEFTBLAHK 
TYPE CHAR 139 
END 

TO TRIAL 

REPEAT 25 [LEFTBLAHK] 

PRINT [] 

END 



PAGE 16 /APRIL 1986 



ANALOG COMPUTING 



A ATARI 



SG-10 PRINTER & 
U-PRINT A INTERFACE 

$275 

This is a SHIPPED PRICE 

anywhere in Continental USA 



PANASONIC 1091 & 
U-PRINT A INTERFACE 

$309 

This is a SHIPPED PRICE 

anywhere in Continental USA 



MONITORS 



PRINTER 
BUFFERS 

U-Buff 16K ..79.95 
U-Buff64K ..99.95 



Commodore 1802 ...169 

Taxan Call 

Sakata 100-C 169 



Indus GT . . Call 



Amdek Call 

Samsung Green . . 79.95 

Samsung Amber . . 79.95 

Monitor Shipping $10 00 



PRINTER 
INTERFACES 

U-Print A 59.95 

P.R. Conn 69.95 

U-Print A 

W/16K 79.95 

U-Print A 

W/64K 99.95 

MPP1150 .... 59.95 



.IL 



micfonici- 



SG-10 209 

SG-15 369 

SD-10 339 

SD-15 449 

SR-10 Call 

SR-15 Call 



MODEMS 

Volksmodem 

1200 189 

Atari XM-301 . . . 44.95 
US Robotics 

2400 469 

Password 1200. .209 

Novation Call 

Prometheus 

1200 319 



While Supplies last 

850 INTERFACE 125 



ATARI 130XE 
1050 Disk Drive 
1027 Printer 



CALL FOR 
INDIVIDUAL AND 
SUPER PACKAGE 
PRICE 



PRINTERS 

Citoh 7500AP ... 219 

Epson Call 

Toshiba 1340.... 559 

Legend 808 169 

Panasonic 1091 ...245 
Panasonic 1080.. 215 
Powertype 309 



HUNDREDS OF 

ITEMS 
AVAILABLE FOR 

THE 

ATARI 

PLEASE CALL 



Infocom ST 

THE ENTIRE CATALOG OF INFOCOM IS AVAILABLE 
CALL FOR PRICES 

Hippopatamus 

Call for items and prices 

Haba ST 

Hippo C 54.95 Haba File 54 95 

Checkminder 54 95 Haba Com 54 95 

Business Letters 3495 ___ „_ 

Wills 3495 OSS ST 

Haba Writer 54.95 Personal Pascal 64 95 

HabaCalc 54 95 Personal Disk Kit 27 95 

HabaGraph 54 95 Personal Prolog 7995 

Casio CZ 101 Electronic Keyboard w/Midi Interlace 369 



ATARI 520 ST 
SOFTWARE & HARDWARE* 

Call 



• SUPER SPECIALS • SUPER SPECIALS 



520 ST RGB System 
520 ST Monochrome 

System Cali 

SF354SS/DD 

Disk Drive Call 

20 Megabyte 

Hard Drive Call 

SF314 DD/DD 

Disk Drive Call 

*Please call for slock availability 
on ST products before ordering by mail 



Miscellaneous ST 

Gato 34 95 

King's Quest II 34 95 

ST Talk 17 95 

H S DBase 6995 

Typesetter ST 27 95 

Habadex Phone 3995 

General Ledger Call 

Word Invaders 24 95 



Miscellaneous ST 

PC. Intercom 89 95 

The Final Word 94 95 

Hex 27 95 

Sundog 27.95 

Flip Side 24 95 

Soltspool 24 95 

VIP Professional 129 95 

Ultima II 3995 

Perry Mason 34 95 

Degas 27 95 

Farenheit451 34 95 

Amazon 34 95 

Hacker 2995 

9 Princesses Amber . . . .34 95 

Dragonworld 34.95 

Treasure Island 27 95 



Wizard of Oz 27.95 

Transylvannia 27.95 

Borrowed Time 34.95 

Mi-Term 54.95 

Regent Word 34.95 

Regent Spell 34.95 

Zoomracks 59.95 

Winnie the Pooh 19.95 

Isgur Portfolio Call 

Easy Draw Call 

ST Tool Box 24.95 

Mudpies 23.95 

Mindshadow Call 

Music Studio Call 

Silent Service Call 

Flight Simulator Call 



SUPER SPECIALS • SUPER SPECIALS • 



Pinball Financial - ~ =. Archon 16 

Construction. . .16.95 Cookbook 26.95 electronic arts* Skyfox 24 

7 Cities/Gold .... 21.95 Movie Maker 22.95 

One on One 21.95 

PRICES EFFECTIVE NOW THROUGH APRIL 30, 1986 



16.95 Mule 16.95 

24.95 Archon II 21.95 

Music 
Construction. . .16.95 



• SUP ER SPECIALS • SUPER SPECIALS ■• SUPER SPECIALS • SUPER SPECIALS • SUPER SPECIALS • 



A T 

ACTIVISION 

Call for items and prices 

BRODERBUND 

Karateka-D 20.95 

Champ Loderunner-D . ..2395 

Print Shop-D 28.95 

Bank Street Writer-D . . .34.95 
Print Shoo Graphics 

I. n or III D 19 95 

Print Shop Paper 16 95 

Print Shop Comp 27 95 

INFOCOM 

Deadline-D 29 95 

Enchantei-D 24.95 

Inlidel-D 29.95 

Planetfall-D 24 95 

Sorcerer-D 29 95 

Starcross-D 2995 

Starcross-D 2995 

Suspended-D 29 95 

Witness-D 29 95 

SeaStalker-D 24 95 

Cutthroats 24 95 

Suspecl-D 29 95 

Hiichhikei-D 24 95 

Zork l-D 24.95 

Zork llorlll-D 27.95 

Wishbringer-D 27.95 

Spellbreaker-D 29 95 

XLENT SOFTWARE 

Megafont-D 19 95 

Page Designer-D 2395 

Typesetter-D 27 95 

Megafiler-D 23.95 

Rubber Stamp 23.95 

GAMESTAR 

Stat League 

Baseba!l-D/T 20 95 

Starbowl Football-D/T 20.95 
^0n Track Racing-D 20.95 



A R 

MICR0PR0SE 

Silent Service-D 23 95 

Gunship-D 23.95 

Accrojel-D 2395 

F-15 Strike Eagle-D 23 95 

Decision in Eagle-D 27 95 

Kennedy Approach-D . . .2395 
Crusade in Europe-D 27.95 

OPTIMIZED 
SYSTEMS 

Basic XE-Cart 52 95 

MAC 65 XL-Cart 49.95 

Action-Cart 4995 

Basic XL 39.95 

All Tool Kits 2095 

ELECTRONIC ARTS 

Archon 19.95 

Archon II 24.95 

Mule 19 95 

Realm/Impossibility 19.95 

Murder /Zinderneuf 19 95 

Music Construction 19.95 

Pmball Construction . . . .19 95 

One on One 24 95 

Seven Cities of Gold 24.95 

Financial Cookbook 29.95 

EPYX 

Rescue on Fractalus-D 19.95 

The Eidolon D 24 95 

Koronis Rilt-D 24.95 

Ballblazer-D 24.95 

Summer Games-D 24 95 

DATSOFT 

Goonies 23.95 

Zorro 23.95 

Alternate Reality 27.95 

D— DISK T— CASSETTE 
CART— CARTRIDGE 



BATTERIES 
INCLUDED 

HomePak-D 34 95 

Paper Clip-D 3995 

B-Graph-D 34 95 



-EST. 1982- 



MISCELLANEOUS 

TAC III Joystick 14.95 

TAC II Joystick 12.95 

Starfighter Joystick 9.95 

Silk Stik Joystick 7.95 

Wico3-Way Joystick ...23.95 



.omputrfhblLLtu 

P.O. Box 17882, Milwaukee, Wl 53217 

ORDER LINES OPEN 

Mon-Fri 11 a.m. - 7 p.m. CST • Sat, 12 p.m. - 5 p.m. CST 

To Order Call Toll Free 

800-558-0003 

For Technical Info, Order 
Inquiries, or for Wise. Orders 

414-351-2007 

ORDERING INFORMATION: Please specify system. For fast 

delivery send cashier's check or money order. Personal and 
company checks allow 14 business days to clear. School PCs 
welcome. C.O.D. charges are S3.00. 1 n Continental U.S.A include S3.00 
for software orders. 4% shipping for hardware, minimum S4.00. 
Master Card and Visa orders please include card ff, expiration date 
and signature. Wl residents please include 5% sales tax. HI. AK. FP0. 
AP0. Puerto Rico and Canadian orders, please add 5% shipping, 
minimum $5.00. All other foreign orders add 15% shipping, minimum 
S10.00. All orders shipped outside the Continental U.S.A. are shipped 
first class insured U.S mail If foreign shipping charges exceed the 
minimum amount, you will be charged the additional amount to gel 
your package to you quickly and safely. All goods are new and 
include lactory warranty. Due to our low prices all sales are final. All 
defective returns must have a return authorization number. Please call 
(414| 351-2007 to obtain an R.A.S or your return will not be accepted. 
Prices and availability subject to change without notice. 



W A 

MISCELLANEOUS 

Panzer Grendier-D 24,95 

Hacker-D 19 95 

Mindshadow-D 19.95 

Countdown/Shutdown-D 19.95 
Cross Ctry Road Race-D 19 95 

Master of Lamps-D 19.95 

Maslertype-D 27.95 

Flight Simulator-D 34 95 

Home Accountant-D . . . .49 95 
Monkey Wrench-Carl . . .2395 

Ultima 1 1 ID 37.95 

Saigon 1 1 l-D 34.95 

Spy vs Spy-D 2395 

Oclesta Chess-D 49 95 

MMG Basic Compiler-D 6995 

Net Worth-D 49.95 

Ramrod XL 69 95 

Universe-D 69 95 

Beachead-D 2195 

Letter Perfect-D 39 95 

Data Perlect-D 39.95 

Fleet System ll-D 49 95 

Strip Poker-D 23.95 

Halley Project-D 2995 

Micio League Baseball-D 29.95 
Harcourt/BraceS.AT-D 49.95 

Ultima l-D 23.95 

Ultima ll-D 37.95 

F-15 Strike Eagle-D 23.95 

Ultima IV-D 4195 

Alien Voice Box 99.95 

Spy Hunter-D 29 95 

Tapper-D 29 95 

Ken Uston's Blackjack-D 4995 

Omnrmon 69 95 

Island Caper-D 23.95 

General Manager/MLB 29.95 

Fight Night 24 95 

Hardball 24 95 

Raid Over Moscow 27.95 

Beachead II 27,95 



R E 

SSI 

Carrier Force-D 37 95 

Combat Leader-D 24 95 

Cosmic Balance ll-D 24 95 

Cosmic Balance-D 24 95 

Broadsides-D 24.95 

War in Russia-D 49 95 

50 Mission Crush-D ....24.95 

Questron-D 32 95 

Rails Wesl-D 24 95 

Computer Ambush-D ...37 95 
Galactic Adventures-D 37.95 
Computer Baseball-D . . .24 95 

Reforger 88-D 37 95 

Objective Kursk-D 24 95 

Breakthru/Ardennes-D 3795 

Field ol Fire-D 24,95 

Imperium Galatium-D . . .24 95 
Oper Market Garden-D 32.95 

Kampfgruppe-D 37 95 

Computer Quarterback-D 24.95 

Colonial Conquest-D 24 95 

Gemstone Warrior-D ... .21 95 

Six Gun Shootoul-D 24 95 

Battle ot Antietnam 32 95 

USAAF 37 95 

Nam 27.95 

SYNAPSE 

Synlile 32.95 

Syncalc 32 95 

Syntrend 25.95 

Synchron 25 95 

Syncom 2595 

Synslock 25.95 

Loderunners Rescue -20 95 

Syncalc Templates 16.95 

Essex 2795 

Brimstone 27 95 

Mindwheel 27 95 

ATARI isajrademark 

of ATARI, INC. 



No surcharge for MasterCard FR or Visa S 



CIRCLE #107 ON READER SERVICE CARD 





aba Wills 24.9! 

Haba Writer 32.95 

Hippo-C 36.95 

PC Intercom 74.95 

Chat 17.95 

VIP Professional 121.95 

Intocom Games 29.95 

Hex 29.95 

Express 29.95 

Degas 25.95 

SunDog 27.95 

Hippopatamus Software Call 




WHITE 20 LB 

2500 Shts. Laz. Edge 26.95 

1000 Shts. Laz. Edge 16.95 

500 Shts. Laz. Edge 11.95 

ASSORTED PASTELS 

2500 Shts. Laz. Edge 44.95 

100 Shts. Laz. Edge 26.95 

500 Shts. Laz. Edge 16.95 

Making Labels 1000 QTY 9.95 




BONUS 5V< 

SS/DD $9.50 - 

DS/DD 13.50 — 

PRECISION 

SS/DD $8.75 - 

DS/DD 11.75 - 

MAXELL 

MD1 $15.95 32.95 

MD2 19.95 38.95 

MEMOREX 

SS/DD $12.50 29.95 

DS/DD 16.50 34.95 

FF30/20SS/DD. - 59.95 
FF50/20SS/DD. 36.95 — 
FF50/20DS/DD. 42.95 — 
All Diskettes Carry a Lilelime Warranty 



STAR MICRONICS 



SG-10 210.95 

SG-15 369.00 

SD-10 321.95 

SD-15 441.00 

SR-10 469.00 

SR-15 582.00 

SB-10 565.00 

Powertype 299.95 

LEGEND 

808 154.95 

1080 205.95 

1380 259.95 

1385 295.00 

OKIDATA 

Okimate 10 170.95 

Okimate 20 210.00 

182 219.95 

192 349.95 

PANASONIC 

KX-P1D80 209.00 

KX-P1091 231.95 

KX-P1092 369.00 

KX-P1592 Call 

KX-P1595 Call 

KX-P3131 259.95 

KX-P3151 425.00 

CITIZEN 

MSP10 259.00 

MSP15 439.00 

MSP20 439.00 

MSP25 549.00 

SEIKOSHA 

SP-10D0 179.95 

EPSON 

Call for current pricing on all Epson 
models. 

PRINTER RIBBONS 

AND 

DUST COVERS AVAILABLE 



TEKNIKA 

MJ-10 189.95 

MJ-22 254.95 

ZENITH 

ZVM122 74.95 

ZVM123 74.95 

AMDEK 

30DG 117.00 

300A 127.00 

310A 145.00 

Color 300 175.95 

Color 600 289.95 

Color 700 469.00 

Color 710 539.00 

ATARI 

SM124 174.95 

SC1224 335.95 

NEC 

1201 139.00 

1205 139.00 

1260 79.95 

SAKATA 

SC100 159.00 

THOMPSON 

CM365 289.95 

14" RGB Color Composite Amber & 
Green Switch 

CM366 189.95 

14" Color Composite 



MODEMS 



XMM301 39.95 

MPP1000E 52.95 

MPP1200 199.95 

Volks12 175.95 

Volks 3D0 59.95 

Hayes 300 137.00 

Hayes 1200 385.00 

Team Modem 199.00 

(100% Hayes Compatible) 

Micro Stuller 89.95 

U-Call 36.95 

CompuServe 17.95 



BATTERIES INCLUDED 

Homepak 31.95 

Paperclip 36.95 

BRODERBUND 

Bank Street Writer 32.95 

Karaleka 18.95 

Lode Runner 18.95 

Print Shop 27.95 

Print Shop Companion Call 

Graphics Libraries I. II, & III ea. 16.95 

CONTINENTAL 

Tax Advantage 34.95 

Home Accountant 32.95 

MICROPROSE 

F-15 Strike Eagle 20,50 

Silent Service 20.50 

Kennedy Approach 20.50 

OSS 

MAC 65 48.95 

Action 48.95 

Basic XL 38.95 

Basic XE 48.95 

Tool Kits 18.95 

SUBLOGIC 

Flight Simulator II 31.95 

Jet Call 

Night Mission Pinball 20.50 

SYNAPSE 

Synfile 31.95 

Syncalc 31.95 

1050 149.95 

Happy 1050 299.95 

Happy Enhancer 139.95 

U.S. Doublers 54.95 

DT Duplicator 149.95 

DT Doubter 54.95 

Indus GT 198.00 

SF314 215.95 

SF354 169.95 

Haba 10 Meg Hard Call 

PP1150. . 
Print/Port. . 
Print/16K. . 
Print/64K. . 
I Connection 



DISK DRIVES 




WHITE HOUSE 
COMPUTER 



P.O. Box 4025 
Williamsport, PA 17701 

"Where Prices are Born, 
Not Raised." 



WtmUtKHiitt 



Ordering and Terms: 

Place orders Monday-Friday 9am-7pm. Customer service calls taken Monday-Friday 10 a. m 
4pm. No deposit on C.O.D. orders Free freight on ail prepaid cash orders over 5300 in the 
continental U.S.A. APO & FPO orders add $5 per hundred Priority maii add S10 per hundred All 
foreign orders add 8% for shipping. UPS shipping add $4 per hundred {East Coast) $5 per 
hundred (West Coasl) PA residents add 6% sales tax. Free shipping for PA residents. Orders by 
company and personal checks held 3 weeks. Defective iroducts require prior return aulhoriza- 
tion. Defective products will tie replaced or repaired according to warranty. No used or recon- 
ditioned products sold. Prices and availability are subject to ctiange without notice. 



ORDER TOLL FREE 
1-800-351-3442 

ALL CUSTOMER SERVICE CALLS 
AND PA RESIDENTS CALL 

1-717-322-7700 

VISA 4%, MASTER CARD 4%, AMERICAN EXPRESS 5% 



CIRCLE #159 ON READER SERVICE CARD 



NEW PRODUCTS 



ENHANCED 
COMPUTER EYES 

Computer Eyes, the real- 
world-image-to-video con- 
verter, now offers software 
supporting graphics mode 
9. This new capability per- 
mits the production of dis- 
plays made up of sixteen 
shades of grey, though sac- 
rificing resolution. 

The program also allows 
images to be produced in 
the high-resolution graph- 
ics mode 8 and graphics- 
tablet-compatible mode 7.5. 
The new software incorpo- 
rates all of the original fea- 
tures, including routines 
for saving to disk and image capture. Current owners may upgrade to the new software and 
updated manual for only $15.00. The entire package, excluding video camera, is available for 
$129.95, from Digital Vision, 14 Oak Street, Suite 2, Needham, MA 02192 — (617) 444-9040. 

CIRCLE #143 ON READER SERVICE CARD 




ENTER THE STRANGE WORLD OF BALLYHOO 

Described as a standard-level story and excellent introduction to the Infocom mystery se- 
ries, Ballyhoo puts you into the world of intrigue and danger. 

You start out as a small-town circus fan who decides to have a look around the back lot 
after the show. You overhear a conversation about the owner's daughter, who's been kidnapped. 
Since the hired detective is a bit under the weather (caused by being under the bottle), you 
take it upon yourself to find and rescue the girl. 

Solving puzzles will lead you to areas 
where she may be hidden, but these lo- 
cales are forbidden to all but circus folk. 

You'll meet fascinating characters and 
find yourself engaged in the same stunts 
you so admired under the big top earli- 
er. You'll even learn a little about what 
goes on behind the scenes in a circus, 
as you dodge danger. 

Included in this $39.95 program are: 
a balloon, circus program, admission 
ticket and a trade card for Dr. Nostrum's 
Herbified Extract. Infocom, Inc., 125 
Cambridge Park Drive, Cambridge, MA 
02140 — (617) 492-6000. 

CIRCLE #167 ON READER SERVICE CARD 




NAM SIMULATION 

Strategic Simulations, Inc. has recently re- 
leased NAM. This new computer wargame 
features six historically accurate battle situ- 
ations. 

The three difficulty levels in NAM will 





I ■ l*i , :P& 




keep things tough for the seasoned campaign- 
er, as you fight through Soui Cat (A Bend in 
the Road), Ap Bau Bang (Waves of Fury), la 
Drang (Death from the Air), Tuy Hoa (Into 
the Underground) , Ben Het (A Clash of Ar- 
mor) and Hue (City under Fire). 

Colorful graphics aid you in playing this 
simulation of some of the more notorious skir- 
mishes of the conflict. This game is SSI's en- 
try into the latest "Vietnam Craze" currently 
in vogue, in everything from books to com- 
puter software. 

An interesting option allows you to choose 
whether you'll play each battle from a fiction- 
al or historical standpoint. 

For more information on this and other SSI 
titles, contact Strategic Simulations, Inc. at 
883 Stierlin Road, Bldg. A-200. Mountain 
View, CA 94043-1983 — (415) 964-1353. 

CIRCLE #163 ON READER SERVICE CARD 



OTHER NEWS 

Cleveland Area Atari User's Group is spon- 
soring a computer convention as part of the 
1986 International Trade Fair, to be held Oc- 
tober 22-29 in Cleveland, Ohio. Planned are 
key industry speakers. There will also be pro- 
grammers and hardware developers, forecasters, and other high-technology representatives and displays on hand for your edification. 

For additional information, you can contact C.A.A.U. Group, 15729 Madison Avenue, Lakewood, OH 44107, or get in touch with the Interna- 
tional Exposition Center, 6200 Riverside Drive, Cleveland, OH 44135. 

Reference Pak is designed to be used in conjunction with Typesetter by XLent Software. Reference Pak is a quick reference card to help 
clarify commands for you when you're in the middle of working with the Typesetter. It should prove a useful tool. Price is $4.95 from Wise 
Products Co., 122 North Euclid, Princeton, IL 61356. 



ANALOG COMPUTING 



APRIL 1986 / PAGE 19 




SOFTWARE'S NEW LINE-UP!! 



Pascal Products for the Atari Family ..... 

kyan pascal for the Atari $69.95 

kyan pascal is a DOS 2.5 based compiler for the Atari 800/1200XL and 130XE. It's a full Jensen-Wirth and designed 

for both beginning and advanced programmers. It's easy to use, lightning fast, and loaded with features like: 

■ Optimized 6502 machine code compiler ■ Full screen text editor ■ String handling and Atari graphic support, 

■ Source code linking, chaining, and random files, ■ Built-in assembler for inline or 

included assembly source code, and ■ Complete tutorial/reference manual. 

kyan pascal comes on a non copy-protected, single density disk and requires only 64K of memory. 

kyan pascals' New Line-Up! 



Programming Utility Toolkit $49.95 

Makes pascal program development faster and easier. This 
toolkit includes utilities to generate random numbers, load 
binary files, sort lists, control screen and cursor functions, 
and more. It also includes utilities for disk directories, cata- 
logues, and other file management functions. 
(Available 2/1/86) 

To Older Call: (415) 626-2080 

Send Check/ kyan software, Dept. V 

Money Order: 1850 Union Street, #183 

San Francisco, CA 94123 

Please include $4.50/order for shipping/ handling; $12 outside North America. 
CA residents add 6.5% sales tax. Purchase orders accepted. Sorry, no COD's. 



Advanced Graphics Toolkit $49.95 

Adds stunning graphics to your kyan pascal programs! The 
graphics primatives in this toolkit let you develop your own 
custom graphics. Or, you can use the library routines to en- 
hance your programs with windows and clipping, shading, 
curves, and 2 and 3 dimensional transformations (with scal- 
ing, rotation, and projections). (Available 2/1/86) 



15 DAY TRIAL 

We Guarantee Your Satisfaction! 
Try any kyan product for 15 days. 
If not completely satisfied, 
return it for a refund. 



Visa/MC 
Accepted 



CIRCLE #109 ON READER SERVICE CARD 



SOFTWARE CLUB 

GAMES, UTILITIES, TUTORIALS... and more... 

$ 7.95 Introductory diskette 
29.95 Three months 
49.95 Six months 
89.95 One year 

All programs (including 
documentation) reside on diskette. 

Back issues starting with January, 
1986 can be obtained for $7.95 each. 



TUTORIAL DISKS ALSO AVAILABLE: 

Basic $9.95 

Atari graphics 9.95 

C programming language .. 9.95 
Pascal 9.95 



Send check or money order to: 

SOURCEFLOW MEDIA 

225 CONGRESS 

SUITE 132 

AUSTIN, TEXAS 78701 

SUBMISSIONS NOW BEING ACCEPTED 



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CIRCLE #108 ON READER SERVICE CARD 



CIRCLE #110 ON READER SERVICE CARD 



SOUTHERN SOFTWARE 

1879 RUFFNER ROAD 

BIRMINGHAM, AL 35210 

205-956-0986 

24 HOUR PHONE 

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ALL SOFTWARE 30% OFF 

OVER 1500 ITEMS 

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1050 DISK DRIVE $139 
HAPPY ENHANCEMENTS $132 

520 ST $379 . 95 

ST OWNERS CALL FOR ST CATALOG 

♦REPAIR PRICES* 

800XL OR 850 INTERFACE $45 

520 ST $99 DISK DRIVE $89 

130XE & ATARI PRINTERS $79 

1050 DISK DRIVE $69 

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SHIPPED SAME DAY . FOREIGN ORDERS 

WELCOME WITH SUFFICIENT POSTAGE 
ALL PRICES ARE FOR MAIL ORDER ONLY 

NO RETAIL SALES 



CIRCLE #104 ON READER SERVICE CARD 



REVIEW 



£3 



ADVENTURE MASTER 
by Christopher Chance 
CBS SOFTWARE, CBS INC. 
1 Fawcett Place 
Greenwich, CT 06386 
(203) 622-2525 
48K Disk $34.95 

by Ray Berube 

Have you ever wondered how those 
wizards at, say, Infocom design the in- 
teractive fiction or text adventures that 
keep us married to our Ataris, no mat- 
ter what the day or time? 

After having played Brian Moriarty's 
Crash Dive! (ANALOG Computing's is- 
sue 18) or Tom Hudson's Adventure at 
Vandenberg A.F.B. (issue 27), did you 
rush to your keyboard and begin to de- 
sign your very own text adventure? 

Stumbling along the road to confu- 
sion, you began to realize the complex- 
ity of designing this sort of adventure. 
Off you rushed to the software store, to 
buy Gary McGath's new book COM- 
PUTE's Guide to Adventure Games. 
Even after memorizing Mr. McGath's ex- 
cellent breakdown of the text adventure 
design process, you came to a sudden 
realization — designing a text adventure 
is hard work! It requires not only 
thoughtful planning, but also very logi- 
cal and meticulous programming. So yet 
another project seems to be nearly over- 
whelming. 

Along comes Christopher Chance's 
Adventure Master. Its packaging prom- 
ises you "a creative instrument that be- 
comes an adventure factory when fueled 
by your imagination." It also promises 
to help you "create up to sixty rooms 
with descriptions, secret exits, magic 
words, graphics; in short, entire worlds 
into whiriiieWav* adweTitaieTS may trav- 
el." Sound too good to be true? 



Actually, Adventure Master does de- 
liver on most of its promises. In fact, it's 
a really good tool, once you're familiar 
with how the program works. The big 
drawback to this "imagination factory" 
is the fact that you don't really learn how 
to program a text adventure. You do 
learn the intricate planning required for 
a fairly complex adventure, but Adven- 
ture Master does the programming — 
and you have no way to get into its in- 
nards. Let's examine some of this pro- 
gram's good features. Then we'll get into 
some of its nasty quirks. 

Adventure Master is menu driven. 
From this menu, you can do all of the 
necessary writing to produce an adven- 
ture. The menu divides the creative 
process into three categories: rooms, vo- 
cabulary and other. 

The documentation explains rooms as 
any designated place within an adven- 
ture through which a player travels in 
search of objects or information. Rooms 
have descriptions, objects, passageways 
(how to go from room to room) and, if 
desired, graphics. A typical example of 
a room description might be: 

THIS SECRET ROOM IS YOUR LIBRARY OF 
FORBIDDEN KNOWLEDGE. ALL ALONG ITS 
WALLS ARE BOOKS, SCROLLS, AND JOUR- 
NALS COLLECTED FROM EVERY CORNER OF 
THE WORLD. 

HERE YOU MAINTAIN YOUR OWN JOURNAL 
AND DIARY OF YOUR FIENDISH EXPER- 
IMENTS. 

ALONG THE EAST WALL IS YOUR DESK. 

Within this description, the program 
allows you to give details of the environ- 
ment. It also allows the placement of ob- 



jects which can be taken and carried in 
inventory. The only problem with this 
area of the program is its static nature. 
Once a room is assigned a description, 
it always remains the same — except for 
the object which may be removed. This 
tends to force you to design adventures 
that are very linear, or use descriptions 
which tend to be very general. 

The vocabulary section allows you to 
define "magic words" and tailor a par- 
ser with commands unique to your ad- 
venture. The program comes with a 
built-in parser which organizes the ad- 
venture's compass directions (N, S, E, W, 
NE, SE, NW, SW, up and down), plus 
some basic commands: look, inventory, 
take, drop, score, quit and save. 

The designer must augment this list 
with more specific commands, to allow 
the adventurer to use objects effective- 
ly and interact with the surroundings. 
"Magic words" is a feature which per- 
mits you to designate certain words as 
"magical" in the fantasy sense, allow- 
ing teleportation, secret entrances, or 
superior abilities. 

The "other" section of the program 
lets you write an introduction to the ad- 
venture, establish a system for scoring 
points, write an autorun program to 
copy and load your adventure on anoth- 
er disk, and to provide access to your 
game for testing. 

Adventure Master requires 48K and 
comes on two disks. Included is a very 
slim program guide. As a tool, it's a fair 
program, but it could have been a dy- 
namite program. 



ANALOG COMPUTING 



APRIL 1986 /PAGE 21 



B 



Review continued 



The first disk contains the program for 
designing an adventure and a fully com- 
pleted adventure by Christopher Chance. 
Entitled Clever Catacombs, it's included 
to "familiarize you with how to proceed 
through an adventure game as player 
and creator." Chances are, if you've 
bought this program, you've played your 
share of adventures. Nice as it is to in- 
clude this adventure, I would have pre- 
ferred the space be used to enhance 
some of the design features — like in- 
cluding a "wandering menace." 

The second disk is two uncompleted 
adventures by Jean Craighead George, 
supposedly created with Adventure 
Master. They're left unfinished so that 
you can gain some experience with the 
program before rushing off to complete 
your own design. 

These adventures, Wild Trails (which 
lets you retrace Ponce DeLeon's travels 
through Florida) and Becca in Outlaw 
Cave (which lets you find a lost kitten) 
are not for the text adventure fan. 



They're simplistic and rather boring. 
Their design doesn't show the potential 
of Adventure Master as well as Clever 
Catacombs does. I think they were in- 
cluded only to illustrate that a good im- 
agination is all that's needed to write a 
good text adventure with Adventure 
Master. Mr. Chance should have includ- 
ed his game on a second disk and omit- 
ted these other two. I wanted more pro- 
gramming power for my money! 

Finally, Mr. Chance could have spent 
more time designing and writing the 
documentation. The program book is 
not as clearly written as it might be. 
There are times it's downright confus- 
ing and doesn't really instruct you in the 
use of the menu-driven program. You 
learn as much by trial and error as by 
following instructions. 

If you want to "write" text adventures, 
Adventure Master is a fairly useful tool. 
You'll be able to work out some interest- 
ing and complex adventures. 

If you want to learn how to "program" 



text adventures, then study the source 
codes printed in the pages of ANALOG 
Computing. Spend long hours flow- 
charting, mapping and coding your ad- 
venture. Check out Clayton Walnum's se- 
ries, Adventurous Programming, which 
began in issue 39 and finishes up this 
month. 

There's no shortcut to the wizardry of 
Infocom. That road is one of hard work 
and meticulous programming. If you 
don't want to make that kind of invest- 
ment, then buy Adventure Master. It 
won't make you a better programmer, but 
you'll be able to write some nifty adven- 
tures, fl 

Raj' Berube is an Atari addict. He has 
a B.A. in English and an Associates de- 
gree in computer science. When he's not 
playing a text adventure on his 600XL, 
he's either writing poetry or working on 
a theatrical production. He's the resident 
technical director and designer for his lo- 
cal college's theater company. 



ATARI 810 DISK DRIVE LESS CASE $99.95 



ROM 



CPU 



MAIN 




16K 
RAM 



TANDON 
B4C BIO 
$120.00 



New Spare Parts 
For Atari 
800/400/810 

800 PCB Sets 
Main, CPU, 10K OS, 
Power & RAM $40 
Less RAM chips $30 

POWER ORDERS ONLY 

IN CALIF. 
I -800-672-3470 EXT 873 

OUTSIDE CALIF. 
1 800-538 8157 EXT 873 




MPI 
8&C 810 
$120.00 



B&C 810 
w/Happy 
$220.00 



New Replacement Printed Circuit Boards (PCB) w/parts 

800 Main $10 400 Main $10 810 side w/DS.$40 

800 Power $5 400 Power $4 810 Analog ..$10 

CPU w/GTIA. $10 16K RAM $10 810 Power .... $15 

800 XL $50 10K OS $10 1200 XL $35 

Power Paks 800/810 $15 ea 800 XL Power... $25 ea 

Limited quantity used 800 cases & cast shields $30 ea 

Hard to find Integrated Circuits $5 each 

On CPU: GTIA, ANTIC, CITA, CPU 6502, CPU 6511 

On 10K OS: Math ROM 399B, OS ROMs 499B & 599B 

On 800/400 Main: Pokey, 6520 PIA 

On 810 & 850: MPU 6507, PIA 6532, RAM 6810, ROM C 

De Re Atari $10 



B&c eonputervisions 



(408) 749-1003 



Complete working 810 Less case $99.95 

With B&C Black Anodized Case $120.00 

With Case and Happy Upgrade $220.00 

810 PCB Set w/side, DS, Power, Analog $60 

810 Drive Mechanisms Tandon or MPI $50 

Field Service Manuals 800/400, 800XL or 810 $25. ea 

For 1050 or 1200XL $20 ea 1025, 1027, 825, 850 

Diagnostic Cartridges Computer or Disk $25. ea 

520ST, 130XE, 800, 800XL, 810, 1050, 1030 $CALL 

OSS BASIC XE For 130XE $70 

Aventure International Gold Series $40 

Pilot, Basic, Manuals $5. ea. LOGO ret. manual $10 

• Special* Happy Upgrades 810 or 1050 $140 ea 



3283 Kifer Rd., Santa Clara, CA 95051 

Hours: Tuesday-Friday 10am-6pm/Sat. 10am-5pm 

Terms: Calif. Res. add 7% sales tax. Add $5. for shipping. We ship 

UPS COD, Prepaid or MC/Visa. No orders under $20. 



CIRCLE #111 ON READER SERVICE CARD 



PAGE 22 /APRIL 1986 



ANALOG COMPUTING 



Ill 

■■I 



ATARI 800 




$69" 

Order No. AAB800 "See disclaimer below 



LAST 

CHANCE 

SPECIAL 



ATARI 400 




LAST 

CHANCE 

SPECIAL 

Order No. AAB400 "See disclaimer below 



ATARI 130XE 



«(i 1 1 1 1 1 1, i,i, i, i 

( ' I i I M I I, I I I I II 
< | I I I I I I I I I I I / 



2 Free Programs 
Our Choice 



Order No. 
AA130XE 



$13900 



ATARI 65XE 



im : mi 



2 Free Programs 
Our Choice 



$89" 



COMREX 220AT 
PRINTER 




ATARI 1050 
DISK DRIVE 

DOS 3.0 Included 



INDUS GT 
DISK DRIVE 








STAR 10A 

BUILT IN 
ATARI INTERFACE 



Order No. 
EP220A 



$89" 



Order No. 
AA1050 



$13900 



Order No. 
IADD 



$19900 




$22900 



Order No 
AA850 



ATARI 850 
INTERFACE 
$12900 



ATARI 1020 
COLOR PRINTER 

$29" 



Order No 
AA1020 



Digital Devices 
APEFACE 

PRINTER INTERFACE 
$4999 



ATARI 835 

DIRECT CONNECT 

MODEM 



Order No 
DDA01 



ICD P:R 
CONNECTION 



Replaces Atari 850 Interface 



Order No. 
ALICPR 



ATARI 1027 
LQ PRINTER 

$1igoo 



Order No 
AA1027 



ATARI 
ARCADE CHAMP 
$999 

Order No. AA7102 



Order No. 
AAB835 



$3999 



'See disclaimer below 



Includes: 

• Pac Man • Qix 

• ROM holder 



SUPRA MODEM 
Model 1200AT 

$189°° 



Order No. 
SJ1200AT 



MINDSCAPE 

Fun Learning Software 

TONK IN THE LAND OF BUDDY BOTS 
TUCK GOES TO TOWN 
TINK'S ADVENTURE 
TINKA'S MAZES 



YOUR 
CHOICE 



$7" ea . 



ROCKLAN Game Carts 



GORF 

WIZARD OF WOR 

SPACE JOURNEY 

JOURNEY TO PLANET 

RACK-EM-UP 

DIAMOND MIND 



YOUR 
CHOICE 



$399 



ea. 



DISKETTES 

ELEPHANT S'/a" SS/SD(10), No. EL1 »12»» 

MAXELL 51/4" SS/SD(10), No. MXD1 »12»» 

GENERIC w/Flip'n File(10), No. NT03 «11»» 

AMARY 5Vi" Disk Tub, 50 capacity »9 M 



AVALON HILL 
GAME DISKETTES 



CONFLICT 2500 
STOCKS AND BONDS 
GUNS OF FORT DEFIANCE 
FOOTBALL STRATEGY 
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FACTS IN FIVE 
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GYPSY 
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TGIF 
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YOUR CHOICE 



$399 



ea. 






CALL TOLL-FREE 1-800-233-8950 

477 East Third Street, Dept. B704, Williamsport, PA 17701 

SHIPPING: Add 3%. minimum S7.00 shipping and handling on all orders. Larger shipments may require additional charges. All items subject to availab 
and price change. Returned shipments may be subject to restocking fee. 
DISCLAIMER: Close-out equipment are reconditioned units that do not have manuals. Close-out software may or may not contain instructions and may 
be in original packing. 15 day exchange only warranty. 



litv -^^ 

not 



1-800-268-3974 

Ontario/Quebec 



1-800-268-4559 

Other Provinces 



— CANADIAN ORDERS — 

All prices shown are tor U.S.A. orders 
Call the Canadian Office for Can prices 



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In Toronto 



Telex :06-2 18960 

2505 Dunwin Drive, 

Mississauga, Ontario 

Canada L5L1T1 



CIRCLE #142 ON READER SERVICE CARD 



CDY Has Just Lowered Its Price On The 
256K Upgrade For Your 800XL: $79.95 



OMNIVIEW XL/XE & OmniWriter 80 

WARNING: No 800XU130XE owner should read this ad unless they have 60 
bucks to invest in their computer! Due to the outstanding value of this product, you may 
find it too irresistible to be without. 

OK, don't say you were not warned. We are now going to entice you with some ot 
OMNIVIEW XL/XE's bountiful features: 

*800 compatible operating system that runs virtually every piece of 
commercial ATARI software. Press a console switch to copy the OS into RAM and 
free up the $CO00 page (i.e., a built-in translator disk). 

*Theresident ramdisk handlers can be used by XE owners with many 
popular programs and DOS's to treat the extra 64K of RAM as an ultra-fast disk 
drive. 

•The FASTCH IP floating point package is provided for significantly faster and 
more accurate math operations. 

+80 columns operation under many environments including Letter/Data 
Perfect, BASIC, MAC65, and ATR8000 CPM. 

• And here comes the real teaser! For a long time people have been asking 
if OMNIVIEW can be used to give ATARIWRITER 80 column screen output. 
Regretfully we have always had to say no. In fact, we must still say no, but we have 
got something even better to offer! OmniWriter 80 is a wonderful new word processor 
designed for use with OMNIVIEW. It is as easy to use as ATARIWRITER and much 
more powerful! And CDY will provide OmniWriter 80 with every OMNIVIEW at no 
extra charge! Current OMNIVIEW owners can purchase OmniWriter 80 directly from 
us for only $10. 

Of course, 400/800 owners can also enjoy the power and convenience of OMNIVIEW 
(including OmniWriter 80)by adding the 4K or 8K OMNIVIEW to the OMNIMON 
piggyback board or the Ramrod OS board. These OMNIVIEWs also include resident 
ramdisk handlers for use with the AXLON Ramdisk. If you are serious about 
enhancing the performance of your computer, you will be delighted with the unique 
features of OMNIVIEW! 

Feature Comparision Chart 





1MNIM0N 


Ramrod 




Upgrades for 




Ramrod XL Add-on for 




Piggyback 


OS board 


— OMNIMON or Ramrod— 


Piggyback Ramrod XL 




400/800 


800 


8KOMN 


8KVIEW 


4K VIEW 


800XL 


WEWXL/XE 


Enhanced OS 




* 








* 


* 


Includes FASTCHIP FP 












ft 


ft 


80 Column Emulation 








A 


4 




ft 


Ramdisk Handlers 






* 


ft 


4 




ft 


OMNIMON Features: 
















A:Alter Memory 


* 


4 


4 


ft 




4 




B:Boot (Rami disk 






4 


ft 


ft 






C:CPU Registers 


* 


* 


* 


* 




ft 




D:Oisplay Memory 


* 


* 


4 


4 




ft 




E:Single Step Execution 


* 


* 


4 


4 




ft 




p - pill Program Buffer 






4 






ft 




G: Binary Load/Directory 






4 






ft 




H:Hex Conversion 






* 


ft 




ft 




H:Hex Arithmetic 






* 






4 




llnstall Ramdisk Handlers 






* 


ft 


A- 






JJump Subroutine (JSR) 


* 


* 


* 


ft 




* 




LDrive Selection/Control 


* 


* 


ft 


* 




,v 




M.Move Block of Memory 






ft 






ft 




NRelocate 6502 Code 






ft 






ft 




OOperate from Prog. Buffer 






* 






ft 




P: Printer Control 


* 


+ 


4 


ft 




ft 




R/Read Sector(s)from Disk 


* 


A 


* 


ft 




ft 




S Search Mem for Sequence 


* 


* 


* 


ft 




4 




T:Tog Hex Char Display Mode 


* 


4 


ft 


* 




4 




U:User's Custom Command 






4 










V Verity 2 Blocks of Memory 






ft 


ft 




* 




W:Write Sector(s) to Disk 


* 


4 


ft 


ft 




ft 




X: Disassemble Memory 


* 


* 


ft 


ft 




* 




YLine Assembler 






ft 






ft 




Z:Exit Monitor 






4 










Lockup Recovery 






4 


ft 




4 




Redirection of Printer I/O 






4 


4 




ft 




Talk to Happy Ram Buffer 






ft 


ft 




ft 




80 Column ATRMON for 


ATR8000 












ft 


Includes OmniWriter 80 








ft 


* 




ft 






How To Order 









Add $2.00 shipping ($4.00 for 2 day delivery). We accept Visa or Master Card orders 
but would prefer to send COD (cash or MO. only). We will gladly pay all shipping 
charges for COD orders over $20.00. Add 4% for credit card orders. 



256K Upgrade for 800XL! 

There are more and more companies putting out products to take 
advantage of the extra RAM in the 1 30XE, including OSS (BASIC 
XE), Synapse, and CDY (OMNIVIEW XL/XE). 800XL owners can 
now enjoy all the power of these programs because the 256K RAM 
upgrade we sell (256KXL) will turn an 800XL into a souped up 
130XE with an extra 128K of banked memory! Available both with 
and without RAM chips, the 256 KXL is installed internally and does 
not tie up the expansion bus. Altough some soldering is required, 
the 256KXL installation is quite easy, especially if the 8 RAM chips 
are socketed. And the best feature of all is the price! Also, a special 
version of OMN IVI EW is available to take advantage of all that extra 
RAM. OMNIVIEW 256 is the same asOMNIVIEWXL/XEbut with ex- 
tended Ramdisk handlers (SDDS). 

FREE 
OMNIVIEW FOR YOUR 400/800! 

OMN I VIEW has been steadily gaining in popularity, especially since the 
introduction of OmniWriter 80 (see left column of this ad). CDY now 
makes beautiful 80 column screen output even more affordable by 
providing a 4K OMNIVIEW (including OmniWriter 80) free of charge with 
every OMNIMON piggyback board sold! And since this OMNIVIEW also 
has resident ramdisk handlers, it is especially powerful in conjunction 
with the AXLON Rampower 1 28, allowing you to interface it with almost 
any DOS. However, OMNIMON piggyback boards are in limited supply, 
so order soon to take advantage of this great opportunity. 



OMNIMON Resident Monitor 

We make an OMNIMON for every 8 bit ATARI exceptthe1200XL. This is 
the most powerful machineianguageavailable! It gives you a wealth 
of tools for program development and customization of existing 
programs and it has the unique ability to interrupt, examine and 
manipulate any program in memory. In other words, it gives you 
complete control over your machine! Thousands of OMNIMON owners 
swear by them for years and wouldn't dream of having an ATARI without 
one. If you are a programmer or are interested in learning more about 
your machine, you can make no better investment! 

Pricing 

400/800: Piggyback board plugs into existing OS board. Inexpensive and easily disabled. 
OMNIMON piggyback board & OMNIVIEW $69.95 

OMNIMON piggyback board 8, 8K OMNIVIEW $109.95 

OMNIMON piggyback board 8, 8K OMNIMON $1 09.95 

Add FASTCHIP floating point to any of the above $1 5.00 

FASTCHIP floating point package by itself $19.95 

OMNIVIEW for piggyback or Ramrod OS board $29 95 

8K OMNIVIEW or 8K OMNIMON for piggyback or Ramrod $44.95 

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(214)235-2146 

DEALERS INQUIRIES SOLICITED 




CIRCLE #112 ON READER SERVICE CARD 




by Chris Smith 



Long ago in the land of Argus, there lived a power- 
ful wizard by the name ofBarhoz. His alignment was 
with good, and through the years he amassed many 
treasures. To protect his wealth, Barboz devised 
many pitfalls to discourage any would-he thief. Bar- 
boz has long since risen to another plane; however, 
his treasures still remain for the taking. The goal be- 
stowed upon you is to find and store the ten remain- 
ing treasures (believe me, there are tenj. 

Typing it in. 

It's very important that the data statements and 
control characters for Treasures of Barboz are typed 
in correctly. For that matter, it's important that all the 
lines are correct. If they aren't, you may find your- 
self transported to another dimension or, worse yet, 
plagued by errors, making completion of the adven- 
ture virtually impossible. 

Type in the listing and check your typing with 
Unicheck (see page 13). 



Playing the game. 

Treasures of Barboz is an adventure based on Bri- 
an Moriarty's Adventure in the Fifth Dimension (is- 
sue 11) and Tom Hudson's Adventure at Vandenberg 
A.F.B. (issue 27). Thanks, guys. 

The gameplay of Treasures is much the same as 
theirs, with a few minor variations. One-word com- 
mands are as follows: N - North; S - South; E - East; 
W - West; U - Up; D - Down; I - Inventory; Q - Quit; 
and H - Help. 

In addition, the verbs go and climb have been ad- 
ded. These must be used in certain situations (e.g., 
GO DOOR). Whenever you find it necessary to give 
something to someone, the "drop" command should 
be used. 

By typing SCORE, you may see your current score, 
which is based on the number of treasures stored (100 
is a perfect score). 

I've tried to include as many clues as possible, so 
ask for help and examine everything if you find your- 
self stuck. Also, there are many dangers, so save your 
games periodically by typing QUIT or Q. 



ANALOG COMPUTING 



APRIL 1986 /PAGE 25 



^jft 



Treasures 

of Barboz continued 



Please don't call ANALOG Computing for clues to 
solving this adventure. If you're really stuck, you may 
contact me (and please include a S.A.S.E.), by writ- 
ing to: ANALOG Computing, Attention: Chris Smith, 
P.O. Box 23, Worcester, MA 01603. 

Good luck and good adventuring! C\ 

Listing 1. 
BASIC listing. 

1 CLR :G0T0 375 

2 GRAPHICS CO :ST$=M$ {883,8881 :Z=A5C{ST 
S{C6,C6J) :0PEN tt2,C8,C8,"S:":G0SUB 6:P 
OKE 783, C4 

3 POSITION CO, 13*.? ttC2;""l 

4 Q=USRCADR{DLlS},ADRtDLI5}+32} JPOKE 5 
4286,192:P0KE CI6, 112 -.POKE 53774, 112:G 
0T0 109 

5 POKE C710,C0:P0KE C?09,C14: RETURN 

6 POKE C709,C14:P0KE C710,148 : RETURN 

7 FOR I=C8 TO C12 STEP C4 : XI=USR (ADR {F 
$},I) :HEXT I 

8 XI=USR{ADR(F$) ,C14J :X1=USR {ADR {F$5 , C 
163 ■ RETURN 

9 SOUND C0,25,C10,C15:F0R I=C1 TO C4:N 
EXT IiSOUND O,0,0,O:RETURN 

10 ? "I don't understand. Try again." 
:G0T0 86 

11 ? "That is impossible, ":RETURH 

12 ? "There isn't enough roo« here.":R 
ETURN 

13 ? 0K$:? "You hear a loud explosion. 
ii . REXURH 

14 ? "It isn't here.":RETURN 

15 ? "Don't be ridiculous. "IRETURN 

16 ? "It's too heavy !":RETURN 

17 ? "You have nothing to put it in.": 

RETURN 

18 ? "You already have that .": RETURN 

19 X=USR {LOOK, CL8, N, C10J : RETURN 

20 Y=USRCL00K,ST,N,C53 IRETURN 

21 GOSUB 20:IF Y THEN RETURN 

22 POP :P0P :? DH$:G0T0 86 

23 0=C18*CfiSC(STSCC6,C6))-653+Cl:IF Q> 
451 THEN 0=0-108 

24 RETURN 

25 0=Ci8*CfiSCCAS3-65)+Ci:IF 0>45I THEN 
0=0-108 

25 RETURN 

27 M$fG,Q+CI71=CL$:RETURN 

28 POP :FLAG=CI:G0T0 120 

29 X=USR{L00K,CL8,ADR{"1"3,C18} :IF X=C 
THEN RETURN 

30 Y=U5R(L00K,ST,ADR{" A "},C5} :IF Y=C0 
THEN 85 

31 CL$ CX+C8,X*C3)="'H" : NOUNS C2OO,208J =" 
m":P0P :G0TQ 117 

32 X=USR{LOOK,CL8,ADR{"d"l,C10} :IF X T 
HEM RETURN 

33 Y=USR{L00K,ST,ADR{"d"J,C51 :IF Y=C0 
THEN 77 

34 X=USRCL00K,CL8 f ADRf"?"3,C103 :IF X=C 
THEN 77 

35 5T$*Y,Y2="?":CL$CX+C8,X+C83="d":? " 
Something you're holding stops the":? 
"ceiling from crushing you,":G0T0 28 

36 Y=USRtLOOK,ST,A»RC"N") , C51 S IF Y=C0 
THEN RETURN 

37 STStY i YJ="0":? "You hear something 
break.": GOTO 28 

38 ? ttC2j"Edge of forest ."-.RETURN 

39 ? BC2;"Forest path .":RETURN 

40 ? flC2;"Small clearing. "sRETURN 



41 ? ttC2;"Inside a hollow tree.":IF CL 
S{C1,C1)<>"G" THEN RETURN 

42 ? »C2;"Carving says: store treasure 
here.":RETURN 

43 ? «IC2;"Top of tree.":RETURN 

44 ? ttC2;"Grassy f latland.":RETURH 

45 ? »C2;"West side of bridge. ":RETURN 

46 ? ttC2;"East side of bridge. ":RETURN 

47 ? BC2;"Bank of a river. ":RETURN 

48 ? ttC2;"Narrow path.":RETURN 

49 ? 8C2j"Under a tressle bridge. ":RET 
URN 

50 ? «C2;"0n a tressle bridge. ".'RETURN 

51 ? 8C2;"Base of a mountain.": RETURN 

52 ? »C2;"Front of house. Door mat sa 
ys:"s? BC2; "Welcome to the home of Bar 
bOZ.":RETURN 

53 ? «C2;"Inside a house.": RETURN 

54 ? «C2; "Laboratory. "-.RETURN 

55 ? 8C2;"Dining room.":RETURN 

56 ? »C2; "Bedroom. ": RETURN 

57 ? J*C2; "Library.": RETURN 

58 ? 8C2;"Harrow ledge. ":IF CL$CC1,C13 
<>"e" AND CL${Cl,Cll<>"f" THEN RETURN 

59 ? ttC2;"You see another ledge. ":RETU 
RN 

60 ? »C2;"Mountain path.":RETURN 

61 ? l*C2;"Rocky crag.":RETURH 

62 ? »C2;"Inside a nest .":RETURN 

63 ? »C2; "Snow-covered ledge. ":RETURN 

64 ? ttC2;"Icy cave.":RETURN 

65 ? »C2;"Bat cave.":RETURN 

66 ? »C2;"Subterranian cavern. ":RETURN 

67 ? 8C2; "Powder room.": RETURN 

68 ? »C2;"5mall room.":? «C2;"There's 
a stone slab above you.":RETURN 

69 ? ttC2;"01d mine shaft.": RETURN 
78 ? 8C2;"Medusa"s lair .":RETURN 

71 ? ttC2;"Deep chasm. ":RETURN 

72 POP : CLOSE 8C2: GRAPHICS CO 

73 GOSUB 5:P0SITI0N C12,C10:? "Congrat 
ulations!":? :? "You have recovered al 
1 of the" 

74 ? "treasure for a score of 1O0!":EN 
D 

75 POP :GRAPHICS C0:G0SUB 5:P0KE 752, C 
l:P0SITI0H C16,C0:? "AAIIEEE! !":? " 

You fell to your death." 

76 GOTO 388 

77 POP : GRAPHICS CO: GOSUB 5: POKE 752, C 
1:? "Stalagmites and stalagtites close 

in":? " to seal your doom!" 

78 GOTO 388 

79 POP '.GRAPHICS CO '.GOSUB 5: POKE 752, C 
l:? " A loud shriek causes an avalanc 
he!":? " You are dead." 

80 GOTO 388 

81 POP :GRAPHICS C8:G0SUB 5:P0KE 752, C 
1:? " The sharp thorns are poisonou 
s!":? " You are dead." 

82 GOTO 388 

83 POP :6RAPHICS C0:G0SUB 5:P0KE 752, C 
1:? " The dragon wakes":? " 

and burns you to a crisp!" 

84 GOTO 388 

85 POP : GRAPHICS CO: GOSUB 5: POKE 752, C 
1:? " Medusa's gaze turns you to ston 
e!":G0T0 388 

86 POP :? ">>>>> What next"; : GOSUB 9:T 
RAP 86: INPUT KS:TRAP 480OO : L=LEN {K$l : I 
F L = C0 THEN 10 

87 IF L=C1 THEN U$=K$;G0T0 105 

88 Q=USR (LOOK, ADR {K$J, ADR {" "),LJ:IF 
=CO THEN 100 

39 IF 0<C3 THEN 10 

90 US=KS(C1,0-C1> :IF 0=C4 THEN VSCC4,C 
4J =" ' " 

91 IF Q=C3 THEN US (C3, C43 =" ! ! " 



PAGE 26/ APRIL 1986 



ANALOG COMPUTING 



92 N$=KS(fl*Cl,L) :IF LEHCMSXC3 THEN 10 

93 IF LENtN$)=C3 THEN NS (C4,C4) =" ! " 

94 Z=USR (ADR (DS), ADR (VERBS) -C5,V) :IF Z 
= C0 THEN 10 

95 IF Z=75 THEN KS=K$ (fl+Cl. LJ 

96 G=USR(A«>RtDNS),ADR(N0UN$)-C5,N) :IF 
Cl=C0 AND Z<>75 THEN 10 

97 NS=CHRS(Q):Z=Z-64 

98 ON Z GOSUB 152,177,184,214,227,253, 
270,278,283,291,299,327,338,342,348,35 
3,360,366,370 

99 GOTO 86 

100 VS=KS(C1,L) :Z=USR(ADR(D$), ADR (VERB 
$)-C5,V)iIF Z=77 THEN GOSUB 338:G0T0 8 
6 

101 IF Z<82 OR Z>86 THEN 10 

102 Z=Z-81:IF Z<C3 THEN ON Z GOSUB 366 
,370 

103 IF Z>C2 THEN Z=Z-C2:0N Z GOTO 129, 
135,144 

104 GOTO 86 

105 U=U5R(L00K,ADR(CS),V,C9) :IF (l=CO T 
HEN 10 

106 IF Q>C6 THEN U=Q-C6:0N GOTO 129, 
135,144 

107 Q=U+Cl:Z=ASC(CLS(G,u)) :IF Z=63 THE 
N ? "You can't go that way.":GOTO 86 

108 IF Z=42 THEN 75 

109 G05UB 7:G0SUB 23:MS («,G+C17) =CLS :S 
TS(C6,C6)=CHRS(Z) :GOSUB 23 :CLS=MS (0,0+ 
C17J 

110 ? 0KS:PO5ITI0N C2,C0:? ttC2;"Your 1 
ocation:"; :P05ITI0N C2,C1 

111 Z=Z-64:IF Z>24 THEN 114 

112 ON Z G05UB 38,39,40,40,39,41,41,43 
,44,45,48,47,47,49,50,46,51,52,53,54,5 
5,56,57,48 

113 GOTO 116 

114 Z=Z-24:IF Z>8 THEN Z=Z~C6 

115 ON Z GOSUB 58,60,61,62,61,60,58,58 
,60,63,64,65,66,67,68,58,69,70,66,66,5 
8,66,66,71,66 

116 REM * SHOH LEGAL EXITS * 

117 POSITION C2,C3:? ttC2;"You can go: 
" ■ : X = CG 

li8 FOR I = C1 TO C6:IF CL$ (I+C1,I+C1)<> 
"?" AND CLS(I+C1,I+C1)<>"*" THEN ? 8C2 
;CS(I,I);" ";:X=X+C1 

119 NEXT I:IF X=CO THEN ? ttC2;"Howhere 
(?)"; 

120 FOR I=C4 TO C8 STEP C4 :X1=U5R (ADR ( 
FS),I) INEXT I:X1=U5R(ADR(FS), 10) ".POSIT 
ION C2,C4:? BC2;"You see: ";:X=C4 

121 FOR I=C1 TO C1G:Q=ASC(CLS(I+C8,I+C 
8)J-64:IF QO-C1 THEN RESTORE 424 + Cl:RE 
AD K$:P05ITI0N C11,X:? BC2; KS : X=X+C1 

122 NEXT I:IF X=C4 THEN POSITION 11, X: 
? «C2;"Nothing interesting" 

123 Z=ASC(CLS(C1,CD) 

124 IF Z=112 THEN G05UB 29 

125 IF Z=118 THEN GOSUB 32 

126 IF Z=1G5 THEN GOSUB 36 

127 IF FLAG=Ci THEN FLAG=CG:GOTO 130 

128 GOTO 86 

129 REM * I 

130 ? OK$:GOSUB 8:P0SITI0N C2,C14:? ttC 
2; "You have: "; 

f?l X = C14:F0R I=C1 TO C5:0=A5C(5TS(I,I 
i>-|4'IF 0O-C1 THEN RESTORE 424+0:REA 
D k3:P05ITI0N C12.X:? BC2;K$:X=X+C1 



132 NEXT I:IF X=C14 THEN POSITION 12, X 
:? BC2;"Nothing" 

133 IF TREASURE=10 THEN FOR 1=1 TO 500 
:NEXT I:GOTO 72 

134 GOTO 86 

135 REM * Q 

13 S U A..l' T KE e D tQ ., save BBnnan to quita- 

;:IHPUT KS:IF KSC"Y" THEN CLOSE MC2:G 
RAPHICS CO:END 

137 CLOSE ttCl:POKE 559,34:? "Position 
Save: 0isk or QapeQ"; : INPUT N5:IF NSO 
"D" AND NSO"T" THEH 86 

138 TRAP 138:? "Enter tt of Save (0-9)Q 
";:INPUT S5:IF UAL(SS)<0 OR VAL(SS)>9 
THEN 86 

139 TRAP 137:KS="D1:SAUE . DAT" : KS (C8, C 
8)=SS:IF NS="T" THEH KS="C:" 

140 POKE 559, CGJPOKE 54272, CO :OPEN HC1 
, C8 , CO, K$ : M$ (883 , 888) =STS : GOSUB 23 : MS ( 
G,G+C17)=CL$ 

141 FOR 1=881 TO CI STEP -C8:? MC1;MS( 
I,I+C7):NEXT IJFOR 1=221 TO CI STEP -5 
5:? »Cl;N0UH$(I,I+54) :NEXT I 

142 ? MCljAS:? BCljBOOK:? t»Cl;COIN:? It 
Cl;NUGGET:? ttCl;PAN:? MC1;TREASURE:? tt 
CI ; HEAR 

143 CLOSE ttCHPOKE 559,34:P0KE 54286,1 
92:G0T0 86 

144 REM * H 

145 IF U5R (LOOK, ADR ("BUNPOTUH") ,CL,C9 
) THEN ? "Exawine everything. ":GOTO 86 

146 IF USR(L00K,ADR("EiS"),CL,C3) THEN 
? "The wizard's Hagic's your only hop 

e.":GOTO 86 

147 IF USR (LOOK, ADR ("LM") ,CL,C2) THEN 
? "The prospects look very good here." 
:GOTO 86 

148 IF USR(L00K,ADR("jklHno"),CL,C6) T 
HEN ? "Your escape is up in sHoke.":GO 
TO 86 

149 IF U5R(L00K,ADR("ab M ),CL,C2) THEN 
? "Mother's are very persuasive. ":GOTO 

86 

150 IF CL$(Cl,Cl)="w" THEH ? "Mirror, 
Hirror on the wall . . ,":GOTO 86 

151 ? "A Map is essential .":G0TO 86 

152 REM * VERB A 

153 IF N$="G" THEN Z=USR (LOOK, ADR (KS) , 
ADR(" "),L):US=KS(Z+C1,Z+C1):G0T0 105 

154 Z=ASC(CLS(C1,CD) 

155 IF NS="x" AND (Z=106 OR Z=112) THE 
H X74 

156 IF NS="x" AND (Z=107 OR Z=113) THE 

157 IF NS="r" AND (Z=82 OR Z=108 OR Z= 

110) THEN 174 

158 IF NS="r" AND (Z=83 OR Z=109 OR Z= 

111) THEN 175 

159 IF NS="V" AND Z=74 THEN 174 

160 IF NS="v" AND Z=76 THEN 175 

161 IF HS="V" AND Z=81 THEN Z=88:G0T0 
X76 

162 IF HS="Z" AND USR (LOOK, CL8, ADR ("Z" 
),C10) THEH 174 

163 IF NS="U" AND Z=74 AND USR(L00K,CL 
8, ADR ("K"), CIO) AND NOT COIN THEN k " 
Troll won't let you.":RETURN 

164 IF NS="u" AND Z=80 AND USR (LOOK, CL 
8,ADR("K"),C10) THEN ? "Troll won't le 
t you.":RETURN 



165 IF NS="u" AND (Z=74 OR Z=80) THEN 
Z=79:G0T0 176 

166 IF NS="X" AND (Z=97 OR Z=99) THEN 
Z=98:G0T0 176 

167 IF NS="D" AND Z=69 AND USR(LOOK,CL 
8,ADR("D"),C1G) THEN 174 

168 IF H|="D" AND Z=70 THEN 175 

169 IF HS="D" AND Z=81 AND U5R(L00K,CL 
8,ADR("D") ,C10) THEN ? "Thousands of b 
ats cause a cave-in. ":Z=106:G0T0 176 

170 IF NS="I" AND USR (LOOK, CL8, ADR ("I" 
),C10) THEN 75 

171 X=USR(L00K,CL8,ADR("J") ,C10) 

172 IF NS = "J" AND X AND CLS (CI, C1)="I" 
THEN Z=111:CLS(X+C8,X+C8)="I":MS(730, 

730)="J":G0T0 176 

173 GOTO 10 

174 Z=Z+l:G0T0 176 

175 Z=Z-1 

176 POP :G0T0 109 

177 REM * VERB B 

178 Z=ASC(CLS(C1,CD) 

179 IF NS="W" AND Z=108 THEN Z=110:P0P 
:G0T0 109 

180 IF NS="W" AND Z=110 THEN Z=108:P0P 
:GOTO 109 

181 IF NS="p" AND Z=115 THEN Z=118:P0P 
IGOTO 109 

182 IF NS="p" AND Z=118 THEN Z=115:P0P 
:GOTO 109 

183 GOTO 10 

184 REM * VERB C 

185 IF NS="y" OR NS="|" THEN 203 

186 GOSUB 20:IF Y THEN 18 

187 Z=USR(L00K,ST,ADR("?"),C5) :IF Z=CO 
THEN ? "You can't carry any Hore.":RE 

TURN 

188 IF NS="Z" THEN NS="_" 

189 IF NS="#" THEH NS="a" 

190 GOSUB 19:IF X=CO THEN 14 

191 IF USR (LOOK, ADR ("FGPRH A abcgq") , N, C 
11) AND CLS(C1,C1)="G" THEN TREA5URE=T 
REASURE-1 

192 IF USR(L00K,ADR("ACVY[\prt"),N,C9) 
THEN 11 

193 IF USR(LOOK,ADR("DIKLZlSUVWX"),N,C 
11) THEN 15 

194 IF USR(LOOK,ADR("JXf jM0"),N,C6) TH 
EN 16 

195 IF NS="S" AND USR (LOOK, CLS, ADR ("S" 
),C10) AND NOT HEAR THEN 81 

196 IF NS="S" AND USR (LOOK, CLS, ADR ("S" 
),C10) THEN 11 

197 IF NS="T" AND USR (LOOK, CL8, ADR ("T" 
),C10) THEN 79 

198 IF (NS="G" OR NS="R") AND USR (LOOK 
,CL8,ADR("K"),C10) THEN ? "Troll won't 

let you.":RETURN 

199 IF HS="d" AND CLS (C1.C1) ="V" THEN 
11 

200 IF NS="0" AND (CLS(C1,C1)="L" OR C 
LS(C1,C1)="M") THEN 210 

201 IF NS="c" THEN AS="" 

202 GOTO 213 

203 IF NS = "y" AND USR (LOOK, ST, ADR ("i") 
,C5) THEN 18 

204 IF NS="y" AND NOT USR (LOOK, ST, ADR 
("h"),C5) THEN 17 

205 IF H$="y" AND USR (LOOK, CL8. ADR ("j" 
),C10) THEN NS="h":GOSUB 20 :STS (Y, Y)=" 
i":N0UNS(185,185)="i":GOTO 28 



206 IF NS="|" AMD U5R (LOOK, ST, ADR ("N") 

,C5) THEN 18 

287 IF NS="|" AND NOT U5R(L00K,ST, ADR 

("M"),C5) THEN 17 

208 IF NS="|" AND (CLS (Cl^D^'L" OR C 

LS(C1,C1)="M") THEN NS="M":GOSUB 20:ST 

S (Y , Y) = "N" : NOUNS (75 , 75} ="N" : GOTO 28 

203 GOTO 14 

216 IF NOT PAN THEN 213 

211 Y=U5R(LOOK,CL8,ADR("?"),C10) :IF Y= 
CO THEN 213 

212 IF NOT NUGGET THEN NUGGET=C1 :CLS ( 
Y+C8,Y+C8)="P" 

213 CLS(X+C8,X+C8)="?":5TS(Z,Z)=NS:G0T 

28 

214 REM * VERB D 

215 IF NS="y" AND USR (LOOK, ST, ADR C"i"J 
,C5> THEN 11 

216 IF NS="y" AND USR (LOOK,ST, ADR ("_") 
,C5) THEN 11 

217 IF NS="*" AND U5R (LOOK, 5T, ADR ("a") 
,C5) THEN 11 

218 IF NS="|" AND USR (LOOK, ST, ADR ("N") 
,C5) THEN 11 

213 G05UB 21:X=USR(L00K,CL8,ADR("?"),C 
10) :IF X=C8 THEN 12 

220 IF U5R(L00K,ADR(" , FGPRHAabcgq , '),N,C 
11) AND CLSCC1,C1)="G" THEN TREA5URE=T 
REA5URE+1 

221 IF NS="C" THEN AS=CLS(C1,C1) 

222 IF NS="H" THEN WEAR=CO 

223 IF NSr"G" AND CL$ (CI, CI) ="J" AND U 
SR(L00K,CL8,ADR("K") ,C10) THEN ? "Trol 

1 takes coin.":? "You way pass." 

224 IF N$="G" AND CLS (CI, CI) ="J" AND U 
SR(L00K,CL8,ADR("K"),C10) THEN MS(245, 
245) ="G" : NS="?" : C0IN=C1 

225 IF NS="Q" AND (CLS (CI, CI) ="L" OR C 
LS(C1,C1)="M") THEN PAN=C1:? "The pan 
fell in the water." 

226 STS(Y,Y)="?":CL$(X+C8,X+C8)=HS:G0T 
28 

227 REM * VERB E 

228 IF NS="y" AND (CLS (C1,C1)="1" OR U 
SR(L00K,5T,ADR("i"),C5)) THEN 242 

223 IF NS="y" AND USR (LOOK, CL8, ADR ("i" 
),C10) THEN 242 

230 IF HS="|" AND (CLS (CI, CI) ="L M OR C 
LS(C1,C1)="M" OR USR(L00K,ST,ADR("N"), 
C5)) THEN 242 

231 IF NS="|" AND USR (LOOK, CL8, ADR ("N" 
),C10) THEN 242 

232 IF N$="Z" AND USR (LOOK, 5T, ADR ("_") 
,C5) THEN 242 

233 IF NS="Z" AND USR (LOOK, CL8,ADR("_" 
),C10) THEN 242 

234 IF HS="*" AND USR (LOOK, ST, ADR ("a") 
,C5) THEN 242 

235 IF NS="*" AND USR (LOOK, CL8, ADR ("a" 
),C10) THEN 242 

236 Q=n-64:G0SUB 13:IF X=C0 THEN GOSUB 
20: IF Y=C0 THEN 14 

237 IF Q>20 THEN 0=0-20: GOTO 233 

238 ON Q GOTO 242,243,242,248,251,242, 
242,242,250,248,247,252,242,242,242,24 
2,242,242,250,242 

233 IF u>20 THEN Q=Q-20:G0T0 241 

240 ON GOTO 242,248,242,242,242,242, 

256,252,242,242,245,242,246,242,242,24 

2,243,242,242,242 



241 ON GOTO 244,244,242,250,248,242, 
242,242,242,242,250,243,242,242,242,24 
2,242,242,242,242 

242 ? "You see nothing special .":RETUR 
N 

243 ? "It has a notch in it.":RETURN 

244 ? "It's full of black powder. ":RET 
URN 

245 ? "Has a strange bubbling liquid i 
nside!":RETURN 

246 ? "Contains a Magic potion!":RETUR 
N 

247 ? "He's holding out his hand.":RET 
URN 

248 ? "Looks harmless. ":RETURM 
243 ? "Try reading it.'MRETURN 

250 ? "Looks dangerous.": RETURN 

251 ? "Looks quite br ittle .": RETURN 

252 ? "He's quite dead ." : RETURN 

253 REM * VERB F 

254 GOSUB 13: IF X=C0 THEN 14 

255 IF HS= ,, f" AND USR (LOOK, ST, ADR ("n") 
,C5) THEN 266 

256 Y=USR(L00K,ST,ADR("E"),C5) :IF Y=CO 
THEN 258 

257 STS(Y,Y)="?":? "Your sword disinte 
grated!":GOTO 28 

258 IF U5R(L00K,ST,ADR("F") ,C5) THEH 2 
60 

253 ? "You have nothing to do that wit 
h.":RETURN 

260 IF NS = "A" THEN CLS (X+C8,X+C8)="B": 
POP :GOTO 117 

261 IF N$="C" THEN CLS (X+C8,X+C8)="D" : 
POP :GOTO 117 

262 IF NS="K" OR NS="V" OR NS=" (" THEN 
? "Try killing hiM.":RETURN 

263 IF NS="5" THEN 268 

264 IF NS="T" THEN CLS (X+C8,X+C8)="U": 
H0UN$(105,105)="U":P0P :GOTO 117 

265 ? "Nothing happened.":RETURN 

266 X=USR(L00K,CL8,ADR("?"),C10) : IF X= 
CO THEN 265 

267 CLS(X+C8,X+C8)="g":? "A boulder sp 
lit wide open!":POP :GOTO 117 

268 IF NOT USR(L00K,ST,ADR("H"),C5) T 
HEN 81 

263 CLS(X+C8,X+C8)="D":P0P :GOTO 117 

270 REM * VERB G 

271 IF NOT USR(L00K,ADR("KV["),N,C3) 
THEN 10 

272 GOSUB 13: IF X=CO THEN 14 

273 Y=USR(L00K,ST,ADR("E"),C5) :IF Y TH 
EN 257 

274 Y=USR(L00K,ST,ADR("F"),C5) :IF Y = CO 
THEN ? "You don't have the sword. ":RE 

TURN 

275 IF NS="V" THEN ? "He's Much too po 
werful.":RETURN 

276 IF NS=" [" THEN 83 

277 CLS(X+C8,X+C8)="L":MS(171,i71)="?" 
: MS (243, 243)="?": NOUNS (70, 70) ="L": POP 
:GOTO 117 

278 REM * VERB H 

273 IF NSO"H" THEN 10 

280 GOSUB 20:IF Y=CO THEN 22 

281 IF WEAR THEN ? "You're already wea 
ring then.":RETURH 

282 WEAR=C1: RETURN 

283 REM * VERB I 



284 IF NSO"e" AND N$<>"t" THEN 10 

285 GOSUB 13:G0SUB 20:IF NS="t" AND X 
THEH ? "Watch your step!":? "One false 

Move and. . .":RETURN 

286 IF NS="t" THEN 14 

287 IF Y=CO THEN ? DHS:RETURN 

288 IF B00K=C0 THEN B00K=C1:? "SOMC po 
tions are good, while others. .":RETURN 
283 IF B00K=C1 THEN B00K=C2:? "My naMe 

holds great power .":RETURN 

230 B00K=C8:? "To retrieve a seeMingly 
lost iteM,":? "Magic word's 'RETURN'" 

:return 

231 REM * VERB J 

232 GOSUB 20: IF Y=CO THEN ? DHS: RETURN 

233 IF NSO-B" THEN 15 

234 ? "You hear a whistling noise." 

235 IF CLS(Cl,Cl)<>"a" AND CLS(C1,C1)< 
>"C" THEN RETURN 

236 ? "A griffon fledgling flies away. 
":MS(435,435)="W":IF MS (478,478)="T" T 
HEN MS (478,478)="?" 

237 X=USR(L00K,CL8,ADR("T"),Clfl) :IF X 
THEN CLS(X+C8,X+C8)="?":P0P :GOTO 117 

238 RETURN 

233 REM * VERB K 

300 ? KS:IF KS="RETURN" THEN 322 

301 IF K$O"BARB0Z" THEN RETURH 

302 HS="c":G05UB 20:IF Y=CO THEN 306 

303 X=USR(LOOK,CL8,ADR("?"),C10) :IF X= 
CO THEN RETURN 

304 ? "Something you're holding gets h 
0t!" 

305 STS (Y , Y) ="?" : CLS (X+C8 , X+C8) =N$ : AS= 
CLS(C1,C1) :G0T0 28 

306 IF AS="" THEN RETURN 

307 GOSUB 23:M$(G,G+C17)=CLS 

308 GOSUB 25 

303 CLS=MS(G,G+C17) :X=USR (LOOK, CLS, ADR 
("Y"),C10) 

310 IF X THEN CLS (X+C8,X+C8)="Z":G0SUB 
27 

311 X=U5R(L00K,CL8,ADR("j"),C10):IF X 
THEN CLS(X+C8,X+C8)="?":G0SUB 27:G0SUB 

13 

312 X=USR(L00K,CL8,ADR("i"),C10) :IF X 
THEN CLS (X+C8 , X+C8) ="h" : NOUNS (185 , 185) 
="h":GOSUB 27IG05UB 13 

313 GOSUB 23:CLS=MS(Q,Q+C17) 

314 IF AS = CLS(C1,C1) AND ASO"M" THEN 
POP :G0T0 117 

315 IF ASO"M" OR X=CO THEN RETURN 

316 IF CL$(C1,C1)<>"0" THEN MS(153,153 
)="J": MS (730, 730)="?": RETURN 

317 IF NOT USR(L00K,CL8,ADR("J") ,C10) 
THEN RETURN 

318 SS=CLS:CLS=MS(145,162) :FOR I=C1 TO 
C10:IF SS(I+C8,I+C8)="J" OR SS(I+C8,I 

+C8)="?" THEN 321 

313 X=USR(L00K,CL8,ADR("?"),C10) :IF SS 

d+C8,I+C8)="r" OR X=C0 THEN 321 

320 CLS(X+C8,X+C8)=SS(I+C8,I+C8) :SS(I+ 
C8,I+C8)="?" M „ „ . 

321 NEXT I:MS(145,162)=CLS:CL$=SS:M$(1 
53,153)="J":MS(730,73O)="?":Z=73:POP : 
GOTO 103 

322 IF AS="" THEN RETURN 

323 Y=USR(L00K,ST,ADR("?"),C5) :IF Y=CO 
THEN RETURN 

324 GOSUB 23:G0SUB 27:G05UB 25 



3 

V. 



I 


N 

8 



i 



325 CLS=MS(0,u+C17) :X=USR (LOOK, CL8, ADR 
("C"),C10) :CLS(X+C8,X+C8)="?":G0SUB 27 

326 GOSUB 23:CLS=MS(G,Q+C17) :STS(Y,Y)= 
"c":AS="":GOTO 28 

327 REM * VERB L 

328 G=ASC(NS):IF G<122 OR G>124 THEM 1 


329 Q=G-121:0N GOTO 330,332,336 

330 Y=U5R(L00K,ST.ADR("_"),C5) :IF Y=CO 
THEN ? DHS: RETURN 

331 STS (Y, Y) ="♦" : NOUNS (150 , 150) ="♦" : 0= 
INT (RND tCO) *C5)+C1:ST$ CO, G) ="?":? "Vou 

feel very strange. ":GOTO 28 

332 Y=USR(L00K,ST,ADR("a"),C5) :IF Y=CO 
THEN ? DHS:RETURN 

333 STS (Y , Y) = ,, b" : NOUNS C155 , 155 J ="b" : Y= 
USR(L00K,5T,ADR("E") , C5) 

334 IF Y=C0 THEN 28 

335 STS (Y,Y)="F": NOUNS (45,45)="F": GOTO 
28 

336 Y=USR(L00K,ST,ADR("M"),C5) :IF Y=CO 
THEN ? DH$:RETURN 

337 STS(Y,Y)="M":N0UNS(75,75)="M":? "T 
hat tasted good! n :G0T0 28 

338 REM * VERB M 

333 IF CLS(Cl,CDO"e" AND CLS(C1,C1J< 
> M f" THEN ? "Hheee! That was fun.":RET 
URN 

340 IF CLS(Cl,Cl)="e" THEN Z=102:P0P : 
GOTO 109 

341 2=101: POP :G0T0 109 

342 REM * VERB N 

343 IF NS<>"k" THEN 10 

344 G05UB 20:IF Y=CO THEN ? DHS:RETURN 

345 X=U5R(L00K,CL8,ADR("o") ,C10) :IF X= 
CO THEN ? "I can't do that here.":RETU 

RH 

346 X=USR(L00K,CL8,ADR("?"),C10) :IF X= 
CO THEN 12 

347 STS (Y , YJ ="?" : CL$ (X + C8 , X+C8) ="p" : NO 
UNS(195,195)="p":G0T0 28 

348 REM * VERB 

349 IF NSO"p" OR CLS(C1,C1) <>"V" THEN 
10 

350 GOSUB 19:IF X=CO THEN 14 

351 Y=U5R(L00K,ST,ADR("?"),C5) :IF Y=CO 
THEN ? "You can't carry any Hore.":RE 

TURN 

352 STS (Y , Y) ="k" : CLS CX+C8 , X+C8) ="?" : NO 
UNS(195,195)="k ,, :G0T0 28 

353 REM * VERB P 

354 IF NOT USR(L00K,ST,ADR("U"),C5) T 
HEN ? "You have nothing to do that wit 
h.": RETURN 

355 IF N$<>"[" THEN ? "Sounds like fun 
■ " : RETURN 

356 GOSUB 19: IF X=C0 THEN 14 

357 ? "The dragon laughs and flys away 
.":CLS(X+C8,X+C8)="\" 

358 X=USR (LOOK, CL8, ADR ("?"), CIO) :IF X= 
CO THEN RETURN 

359 CL$(X+C8,X+C8)="J":P0P :GOTO 117 

360 REM * VERB 

361 GOSUB 20:IF Y=C0 THEN ? DHS:RETURN 

362 IF n$="a- THEN ? "You already did 
that.":RETURN 

363 IF NS<>"1" THEN 11 

364 X=U5R(L00K,ST,ADR("N"),C5) :IF X=CO 
then ? "You don't have any water. ":RE 

TURN 



365 STS CY , YJ ="A« : 5TS (X, X) ="M" : NOUNS C14 
5 , 1453 ="Afi : NOUNS (75 , 75) ="M" : GOTO 28 

366 REM * VERB R 

367 Z=A5C(CLS(C1,CD) :IF Z<76 OR Z>77 
THEH ? "I can't do that here.":RETURN 

368 IF Z=76 THEN Z=Z+1:P0P :GOTO 109 

369 Z=Z~1:P0P :GOTO 109 

370 REM * VERB S 

371 ? "You stored ";TREASURE;" treasur 
e"; 

372 IF TREA5UREOC1 THEH ? "S"; 

373 ? "." 

374 ? "That's a score of "^TREASURE*!© 
" " ■ " : RETURN 

375 READ C0,C1,C2,C3,C4,C5,C6,C7,C8,C9 
,C10,C11,C12,C14,C15,C16,C17,C18,C709, 
C710 

376 GOSUB 5:P0KE 752, CI:? "H+++4+ 
Chris Shiith's":? "■* BDUJ 



LiTREASURES OFBARBOZ 



377 ? " + (C ) 1985 ANALOG COHf 

g":POSiTiON C14.C16:? 

378 DIM MSC889J,CLS(18)7k^(23F.HS(4}7V 
S (4) , LOOKS 143) , VERBS (135) , NOUNS (276) , C 
S(9),STS(6),DLIS(64),FS(42),DS(76) 

379 DIM 0KS(5),DHS(20),AS(1),SS(18),DN 
S(76) :0KS="0kay.":DHS="You don't have 
that." 

380 VERBS="GO ! ! ACLIMBGET ! CDROPDLOOKEEX 
AMECHOPFCUT!FHIT!FKILLGWEARHREADIBLOWJ 
SAY 'KDRINL JUMP MTIE ! NUNTIOTICKPMASHQ" 

381 VERBS (LEN (VERBS) +C1) ="CLEAQRUB F GSM 
IMR5C0RSIHVETGUITUHELPV 

382 CS="N5EWUDIGH":L0OK=ADR(L0OK$) :CL= 
ADR(CLS) :CL8=CL+C8:V=ADR(VS) :N=ADR(NS) 
:5T=ADRCSTS) 

383 FOR I=C1 TO 76:READ :DS(I)=CHRS(Q 
):NEXT l!DS(19,19)=CHRSC28) 

384 RESTORE 409:F0R I=C1 TO 76:READ Q: 
DNS(I)=CHRS(G) :HEXT I:DHS(19,19)=CHRSC 
56) 

385 FOR I=C1 TO 43:READ Q :L00KS (I)=CHR 
S(0):NEXT I 

386 FOR I=C1 TO 64:READ Q :DLIS(I) =CHRS 
(0) :NEXT I 

387 FOR I=C1 TO 42 : READ Q :FS (I)=CHR$ (0 
) :NEXT I 

388 NOUHS^-NORTCSOUTeEASTeWESTCLIMBAST 
ICBUNDECH0LED5W0REC0INGGL0VHPIT!ISLABJ 
TR0LKFLASMGLAS0HUGGPPANIGCHESRBUSH5" 

389 NOUNS (LEN (NOUNS) +C1)="FEATTFLEDVEG 
GSHNESTXICE ! YCAVEZDRAG IHARR\SHIE1 VIAL_ 
GOBLaAMULcSTAFdBOOKeBOULfDIAMgBUCKh" 

390 NOUNS (LEN (NOUNS) +C1)="KEG « jROPEkME 
DUlSTATwPICKnROCKoGEMSqDOORrGLOWsSIGNt 
BRIDuPATHvSTAIwTUNNxP0HDyLIGUzP0TI4" 

391 NOUNS (LEN (NOUNS) +C1)="WATE|" 

392 RESTORE 419:READ FLAG, BOOK, COIN, NU 
GGET, PAN, TREASURE, WEAR 

393 MS (CI) ="■?•« : MS (889) =■•?" : MS (C2) =MS : F 
OR I=C1 TO 865 STEP C18:READ CLS:MS(I, 
I+LEN(CLS))=CLS:NEXT I 

394 MS(883,888)="?????A":CLS=MS(C1,C18 

395 POSITION C4,C16:? 

begin new gane,":? 

1 to restore old gaHe, 

396 IF PEEK(53279)=C6 

397 IF PEEK(53279)=C3 

398 GOTO 396 



'Press K-^MiHl t 
■4 Press MllllHiE] 
.E": CLOSE BC2 

THEN 2 

THEN 399 



399 CLOSE ttCl:POKE 559, 34 POSITION C8, 
20:? "Load froM 0isk or QapeQ"; :INPUT 
NS:IF HSO"D" AND NSO"T" THEN 399 

400 TRAP 400:? " Enter tt of load 
C0-9)Q"; :INPUT SS:IF VAL(SS)<CO OR VAL 
(SS)>C9 THEN 400 

401 POKE 559,C0:P0KE 54272, CO : TRAP 399 
:KS="D1:SAVE . DAT":KS (C8,C8)=S$ :IF NS= 
"T" THEN KS="C:" 

402 OPEN ttCl,C4,C0,KS:TRAP 32767 

403 FOR 1=881 TO CI STEP -8:INPUT ttCl, 
MS:MS(I,I+C7)=MS:HEXT I : MS (889, 889) = "" 

404 FOR 1=221 TO CI STEP -55:INPUT BC1 
.NOUNS : NOUNS (1 , 1 + 54) =NOUNS : NEXT I : NOUN 
S(276,276)= INPUT »C1,AS 

405 INPUT BC1,B00K 

406 INPUT 8C1,C0IN:IHPUT BC1, NUGGET :IH 
PUT «C1,PAN:INPUT tJCl,TREASURE:INPUT It 
C1,HEAR:CL0SE UC1 

407 STS=MS(883,888) :GOSUB 23:CLS=M$(G, 
0+C17):P0KE 559,34:G0T0 2 

408 DATA 0,1,2,3,4,5,6,7,8,9,10,11,12, 
14,15,16,17,18,709,710 

409 DATA 104,104,133,206,104,133,205,1 
04,133,204,104,133,203,169,0,133,213,1 
62,0,202,240,49,24,165,205 

410 DATA 105,5,133,205,165,206,105,0,1 
33,206,24,160,0,177,203,209,205,208,23 
1,200,177,203,209,205,208 

411 DATA 224,200,177,203,209,205,208,2 
17,200,177,203,209,205,208,210,200,177 
,205,133,212,96,169,0,133,212,96 

412 DATA 104,104,133,206,104,133,205,1 
04,133,204,104,133,203,169,0,168,133,2 
13,177,203,133,207,104,104,168 

413 DATA 136,48,10,165,207,209,205,208 
,247,200,132,212,96,169,0,133,212,96 

414 DATA 104,104,141,1,2,104,141,0,2,1 
73,48,2,133,203,173,49,2,133,204,160,2 
4,169,130,145,203 

415 DATA 169,0,141,243,2,96,0,72,138,7 
2,169,0,162,10,141,10,212,141,24,208,1 
42,23,208,230,208 

416 DATA 165,208,41,16,74,74,74,141,1, 
212,104,170,104,64 

417 DATA 104,104,104,170,165,88,133,20 
3,165,89,133,204,216,24,202,48,15,165, 
203,105,40,133,203,165,204 

418 DATA 105,0,133,204,24,144,238,160, 
159,169,0,145,203,136,208,251,96 

419 DATA 0,0,0,0,0,0,0 

420 DATA AAABA,B?CEA???A,CB'D""E,DE' 
?C???G,E?DIBH??C,F????G??HD,G^" : "F,H J » 
????E,I??JE???I,J???I???KUV,KJ?L 

421 DATA L???????vM,MN'""'G,N J W'"' 
KR,0??PJ,P??G????Ku,Q?R?P" J J5v,RG'"'" J » 
?r,S?VHT???r,T?US????_,UT'V""a 

422 DATA U5??U???cd,H - '"5"'e,i(^ny'"" 
t,Y*?ZX,Z*a*Y,3Z?*????XT ,bac*?'"v;c'd 
*????X,dc**e,e?*d?,f?*?g,gh*f* 

423 DATA h*g?K???Y, i'h"'" t, j^"""f 
x,k?w?l???hx,l??k???? jrw,M"^'"rin" 
?????wr , o???????r Jk, pw"'" J "ix 

424 DATA q?tur?s?x,r??q, s????q?^o, tq.u 
???q???n,u???????qp, wkp^'^'^s 

425 DATA Low-haiiging liMb"' 

426 DATA Hollow Stick 

427 DATA Thick underbrush 

428 DATA Snail hole 

429 DATA Rusty sword 



<t§^ Treasures 

^f**^ of Barboz continued 



436 


DATA 


*Jewel-encrusted sword* 


431 


DATA 


*Gold coin* 


432 


DATA 


Gloves of strength 


433 


DATA 


BottOMless pit 


434 


DATA 


Stone slab 


435 


DATA 


Greedy troll 


436 


DATA 


Dead troll 


437 


DATA 


Ewpty flask 


438 


DATA 


Flask of water 


433 


DATA 


Pieces of glass 


446 


DATA 


*Gold nugget* 


441 


DATA 


Shallow pan 


442 


DATA 


*Treasure chest* 


443 


DATA 


Thorny bush 


444 


DATA 


Feather in side of nest 


445 


DATA 


Feather 


446 


DATA 


Griffon fledgling 


447 


DATA 


*Griffon eggs* 


448 


DATA 


Large nest 


449 


DATA 


Opaque sheet of ice 


456 


DATA 


Icy cave 


451 


DATA 


Sleeping white dragon 


452 


DATA 


Frozen warrior 


453 


DATA 


Black Shield 


454 


DATA 


*Silver shield* 


455 


DATA 


Glass vial 


45fi 


DATA 


Ewpty vial 


457 


DATA 


*GoIden goblet* 


453 


DATA 


*Golden goblet* 


453 


DATA 


*Ancient aMUlet* 


466 


DATA 


Long enchanted staff 


461 


DATA 


Book of wagic 


462 


DATA 


Large boulders 


463 


DATA 


*Huge diawond* 


464 


DATA 


Bucket 


465 


DATA 


Bucket of powder 


466 


DATA 


Hooden keg 


467 


DATA 


Rope 


468 


DATA 


Medusa 


463 


DATA 


Stone statue of Medusa 


470 


DATA 


Pick -axe 


471 


DATA 


Rock 


472 


DATA 


Rope tied to a rock 


473 


DATA 


wprecious geMS* 


474 


DATA 


Door 


475 


DATA 


Strange green glow 


476 


DATA 


Sign 


477 


DATA 


Tressle bridge 


478 


DATA 


Swall path 


479 


DATA 


Staircase 


488 


DATA 


Tunnel 



CHECKSUM DATA. 

(see page 13) 



1 tJiiTA 166,381 , Ll-8,8 
,55,358,676,533,437, 
16 DATA 339,702,244, 

2 , 766 , 733 , 77:2 , 345 , 32 
31 DATA 755,546,896, 
2,756, 381 , 155 , 2 , 529 , 
46 D£TA 33,239,396,3 
753 .729,54,115,5 371 
SI DATA 515,385, 364, 

"i -7-3 a ^ fi * ~\ £5*7 "** fi :*> "J "-F 

76 DATA' 567,935,513, 
5,593,368,785,997,19 

91 DATA 643,562,147, 
1,663,665,476,374,36 
136 DATA 615,963,663 
8,741,761,33,233,365 

121 DATA 14,713,625, 
6,414,221,833,449,79 



00,673,357,266,486 
533,791,7155 

359,280,969,536,45 

6,344,864,9696 

838,156,538,141,42 

336=124,6551 

35,175,818,82,225, 

=219,5472 

*sfi c ,g 487 735 385 - 

" "87318137 



353 ; 491, 3? 



,497,39 



5,392,64,7712 

537,855,377,543,46 

9,516,563,7791 

,496,30,468,378,69 

,346,28,8005 

423,411,418,741,52 

7,525,437,7667 



136 DATA 365,932,255,933,775,333,352,8 

64 , 412, 233 , 148 , 768 , 516 , 893 , 28 , 8347 

151 DATA 432,353,79,635,268,273,355,36 

6,930,930,11,421,94,462,388,6062 

166 DATA 397,444,876,742,527,166,690,5 

04,548,385,202,371,645,26,13,6468 

181 DATA 23,27,587,373,762,524,7,218,2 

22,855,596,331,73,313,153,5656 

196 DATA 555,581,682,18,340,843,635,21 

0,32,936,189,957,557,563,161,7801 

211 DATA 325,919,59,356,194,185,190,17 

3,227,574,612,224,833,628,331,5822 

226 DATA 58,364,381,468,124,412,484,44 

6,489,453,258,939,302,373,786,7327 

241 DATA 785,783,743,771,23,863,953,19 

8,945,171,87,998,371,849,418,8876 

256 DATA 9,423,135,487,162,167,347,329 

,332,558,349,884,573,528,376,6206 

271 DATA 706,353,678,944,-257,531,748,3 



86, 



?■*.£. j; €> ■* 



8,232,966,386,478,48, 



;6 DATA 599,29,175,445,591,389,184,94 



3, 975, 8 I 



818,399,941,8308 



301 DATA 149,477,782,385,507,478,757 
22,932,50,995,67,663,246,500,7708 
316 DATA 578,621,984,743,738,792.473 
11,48,353,734,338,654,32,432,8312 
331 DATA 336,436,520,634,891,481,638 
36,622,864,930,385,993,173,275,3340 
346 DATA 77,465,333,171,847,330,334, 
3,337,121,853,316,802,544,395,3178 
361 DATA 176,654,979,961,839,483,688 
38,17,482,533,364,153,173,993,8173 
378 DATA 938,583,931,750,167,599,861 
18,375,603,151,128,684,605,715,9426 
391 DATA 188,443,388,489,429,821,334 
53, 206, 840 , 910 , 17, 59 , 341 , 473 , 7249 
406 DATA 581,463,272,378,252,72,349, 
9,588,547,812,477,493,701,101,7237 
421 DATA 83,893,284,842,634,738,346, 
6,677,585,127,839,76,529,736,3335 
436 DATA 337,575,83,173,840,333,450, 
1,423,319,608,781,477,92,755,7393 
451 DATA 655,283,729,83,543,578,16,1 
473,175,726,133,757,571,604,5257 
466 DATA 436,325,593,816,763,321,932 
67,322,735,320,49,519,266,618,7176 



,3 

39 
,3 
,8 
,7 
63 
51 
43 
?, 
,1 



The Dragon or the Egg? 

In an old, abandoned nightclub, sitting atop a mountain 
in the Ozarks, strange and wonderful creatures are con- 
ceived. In the inferno of the kiln, lumps of clay are trans- 
formed into alien plants, fish, wizards — and dragons. 

The fearsome-looking beast on page 25 is the work of Jon 
Thompson. A sculptor, potter, and amateur paleontologist, 
Mr. Thompson finds inspiration for his intricate creations 
in the imprints of fossils. 

Mr. Thompson's work can be seen in galleries in the 
South and Midwest, or in the dozen or so art and craft 
shows he attends each year. His dragons have even been 
seen in China and haunting a high government office in 
Japan! 

For those readers interested in Mr. Thompson's work, or 
if your local art gallery would like to carry his fantasy 
sculptures, contact: 

Jon Thompson 

Star Route 1, Box 424 ' 

Lampe, MO 65681 

417-779-5438 

We would like to thank Mr. Parkie Gleason, of Parkie's Stained 
Glass Studio. Springfield, Missouri, for his assistance. 



PAGE 30 /APRIL 1986 



ANALOG COMPUTING 




by Clayton Walnum 



Wow! It's hard to believe that we've already reached 
the last part of Adventurous Programming. Seems 
as if we just started on this little project. Oh, well; 
nothing lasts forever. 

This month, we're going to finish up our demo ad- 
venture and learn those last details you need to start 
writing your own adventures. 

Without further ado. . . 



time to see how adventure games keep 
track of all' the details. Let's start by taking a look 
at the way a player's Commands are implemented. 
One of the most important parts of an adventure 
game (second only to the parser) is the section that 
converts the player's commands to actions. This code 
must be meticulously written, because we have to 
make sure the player has fulfilled all the command's 
prerequisites. 



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APRIL 1986 / PAGE 31 





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Adventurous 
Programming continued 



For instance, if the player types OPEN BOOK, we 
first have to check that he has the book. How can you 
open a book you don't have? Second, we must check 
to see if the player already opened the book. We can't 
allow him to open a book twice in a row {unless he 
closed it in between the commands to open it). Fi- 
nally, we have to be sure the player has completed any 
actions necessary. Maybe the book is a locked diary. 
Did he unlock it yet? 

The section of the program that handles the actions 
will be nothing more than a large block of IF. . .THEN 
statements, each action implemented by one or more 
lines. 

Let's continue on with the example of the diary, and 
write a line of code that will handle the command 
OPEN BOOK. 

The easiest way to tackle this is to lay the problem 
out in English, then translate it to BASIC. The logic 
would read something like this: if the noun is BOOK 
and the player has the book and the book is unlocked 
and the book isn't already open then open the book. 

Whew! That complicated enough for you? You have 
to make sure you have every detail covered, otherwise 
inconsistencies will crop up in your game. 

Now let's translate the above statement to BASIC. 
This is how it might look: 

100 IF Y=12 AND ItYl=-I AND UNL AND N 
OT OP THEN 0P=1:? "You open the book": 
GOTO 1260 

The variable Y is the item number. This number 
was calculated by our parser from the table of valid 
nouns. It's simply the item's position within the ta- 
ble. l[) is the array that stores the locations of all the 
items. If you've done your studying, you should 
remember that the value -1 means the item is in the 
player's inventory. The variables UNL and OP are flags, 
indicating whether or not the book has been unlocked 
or opened. These flags will be (false) if the player 
hasn't completed the actions, and 1 (true) if he has. 

Finally, if all the conditions for OPEN BOOK have 
been met, we set the flag OP to true, print a message 
to the player (you must always do this, or a player can't 
be sure if his action was successful) , and go back to 
the parser for the next command. 

That's all there is to it. The hardest part is making 
sure all the command's requirements have been met 
and avoiding any inconsistencies within the game. 

There'll be times when a command you wish to im- 
plement won't fit the above method. You'll have to 
think these out for yourself; I can't possibly cover ev- 
ery exception. There is, however, an example of one 



PAGE 32 /APRIL 1986 



ANALOG COMPUTING 



such special situation in our demo game. We'll get to 
that in a minute. 

The program. 
Type in Listing 1. Verify your typing with Unicheck 
(see page 13), then LIST the program to tape or disk. 
Before we put it together with last month's program, 
let's take a look at what's going on. 

Line 11 is a short subroutine to print out the 
text found in A$. Later on, you'll see why we're 
doing it this way. 

Line 15 is a subroutine which we can jump 
to whenever we need a delay loop. 

Line 30 is a subroutine to disable the BREAK 
key. We GOSUB 30 whenever we perform a 
GRAPHICS command. 

Line 40 sets all the direction variables to and 
jumps to the appropriate line for the room des- 
cription and the visible exits. The exits are stored 
in the direction variables. For example, if a room 
has a northern exit that leads to room 15, then 
N will be set to 15. If N is 0, then no northern 
exit exists. 

The line for the room description is calculat- 
ed by multiplying the room number by 10. We 
then GOSUB to this line. When returning from 
the subroutine, the room's description will be 
in A$, and all the direction variables will be set 
to their proper values. 

Line 45 clears the screen, sets the background 
color to black, calls the subroutine to disable the 
BREAK key, calls a "mystery" subroutine at Line 
10 (right now, it's just a RETURN command), and 
prints the room's description. Don't worry about 
the subroutine at Line 10 right now. I'll get to 
it eventually. 

Lines 50 through 120 are our room descrip- 
tions and direction values. 

Line 955 clears the inventory array. 

Line 960 calls the subroutine that prints the 
room description and initializes the direction 
variables. 

Line 1015 prints the EXITS heading, then 
checks to see if the room has any visible exits. 
If not, it prints the word None and jumps to the 
"visible items" section of the program. 

Lines 1020 through 1045 check to see which 
of the direction variables are nonzero, and prints 
the appropriate exits. 

Line 1055 prints the YOU SEE heading, sets 
the item flag IT to 0, then starts looping through 
the item location array to find any items that may 



be in the room. Notice the use of the ABS() func- 
tion. We have to use this, since an item in a room 
may have a positive or negative value, depend- 
ing on whether it can be picked up or not (see 
last month's installment). 

Line 1060 places the description of an item 
in A$, prints the description, then sets the item 
flag IT to 1. 

Whenever the FOR . . . NEXT loop initiated in 
Line 1055 finds the current room number stored 
in an element of the I() array, it knows it's found 
an item that appears in the room. The loop then 
drops through to this line, and uses the value 
of the loop variable X as an index to extract the 
item description from our pseudoarray 1$. 

Line 1065 simply checks the item flag. If it's 
not set, then the word Nothing is printed. 

Line 1080 starts a similar loop for the player's 
inventory. It prints the YOU HAVE heading, sets 
the inventory flag INV to 0, then starts the loop. 
When the loop comes across a value of -1 in 
the array I(), it's found an item in the player's 
inventory and drops through to the next line. 

Line 1085 does pretty much the same thing 
as Line 1060, only now it's printing items in the 
player's inventory. 

Line 1090 tells the player, if the INV flag is 
not set, that he has nothing in his inventory. 

Line 1820 is one of those special command sit- 
uations I mentioned earlier. Here, we're check- 
ing to see if the player is trying to go down into 
the basement without the lighted flashlight. If 
he is, we've got no choice but to kill the poor 
bumbler off. 

Lines 1820 through 1870 handle the direction 
commands. We check the player's input and see 
if there's a corresponding exit. If there is, we set 
the room number to the number stored in the 
direction variable and go update the screen. 

Line 1880 gives a warning if the player tries 
to go in a nonexistent direction. 

Lines 2000 through 2995 are the block of 
IF. . THEN statements that control the flow of the 
game's plot. In other words, virtually all the 
game's actions are accomplished here. I don't 
think it's necessary to go through all the lines 
with you, since the basic logic is pretty much 
the same from one to another, but I'll take a few 
examples and convert them back into their Eng- 
lish version. This should clarify any questions 
you might still have. 



ANALOG COMPUTING 



APRIL 1986 / PAGE 33 




Adventurous 
Programming continued 



Line 2000 might be a good one to look at 
first. The English version might go like this: 
if the noun is COAT and the player has the 
coat and the batteries haven't been found yet 
then teJJ the player he found something. Put 
the batteries in the room. Pause a bit. Go up- 
date the room. 

Did all that make sense? Good! How about 
Line 2010? If the noun is MAGAZINE and - 
the magazine is in the room or the player has 
the magazine — then teJ] him it's ANALOG. 
Go get the next command. 

The dashes in the above sentence fill the 
same job as the parentheses in the BASIC 
version — they make sure the statement's logic 
is interpreted correctly. 

Line 2410 would read like this: if the player 
is in room 8 and the noun is DOOR and the 
door's not unlocked then tell the player it's 
locked. Go get the next command. 

Line 2500 is the line that allows the play- 
er to unlock the door. In English: if the player 
is in room 8 and the noun is DOOR and he 
has the key and the door is not already un- 
locked then unlock the door. 
The above examples should give you enough 
insight in how to construct your IF. . .THEN 
statements. 

Lines 4000 and 4010 print messages to the 
player. Since these messages are given to the play- 
er repeatedly throughout the game, we put them 
here and jump to them whenever we need them. 
Lines 4500 and 4510 end the game, should the 
player do something fatal. 

Lines 4600 and 4610 end the game if the play- 
er completes the adventure. 

Lines 6840 through 7220 allow the player to 
load or save a game in progress. 

You might think this is a difficult process, but 
it's painfully simple. To save the game, all you 
have to do is store the values of the game's "ac- 
tive" variables on the disk or tape. By "active," I 
mean those variables which hold information im- 
portant to the game. Temporary variables, such 
as those used in loops, do not need to be saved. 
In our case, we must save the variables R, OP and 
l/L, and the arrays IQ and INVQ. 

If you don't know how to handle disk files, 
study these lines well. There isn't enough room 
here to provide a discussion on this subject. 

To load the game, all you have to do is read 
the values back into the variables in the same or- 



der you saved them, then update the screen and 
jump back into the game. 

The mystery subroutine. 

Now it's time to lift the veil and reveal the secret 
I've been keeping from you. Let me pose this ques- 
tion: when you're writing an adventure game in BA- 
SIC, how do you keep people from cheating? All a 
player has to do is hit SYSTEM RESET and list the 
program to see all that text you so carefully labored 
over. The answer? Encrypt the text and make it un- 
readable. This won't stop cheating completely, but will 
slow it down. 

Type in Listing 2. Verify it with Unicheck (see page 
13), then save it to disk. This little program has been 
a real help to me in the past. When you run it, it 
will ask for a filename, then look for all occurrences 
of A$ = " within that file. The text between the quotes 
will be encrypted. Now you know why, in our demo 
program, I've been assigning all the text to A$. 

Let's try it. LIST a copy of Listing 1 to disk (sorry, 
cassette users are out of luck). Make sure you keep 
a backup, because the encrypter program will modify 
the file. Now run the encrypter program, enter the 
name of the file you want to encrypt and watch it go. 

When it's finished, ENTER the program and list 
it. Neat, huh? 

There's one more step to encrypting the adventure. 
The text in the data statements at Lines 32120 and 
32130 (from last month's listing) must be encrypted 
by hand. It's not too tough to do. Just bump each let- 
ter up one. An A becomes a B, a T becomes a U, and 
so forth. Spaces should be replaced with an excla- 
mation point. All other characters become the charac- 
ter following in the set (i.e., $ = %). 

The only exception is the exclamation point. Since 
the next character up is the quote, we have to replace 
it with a character that can appear within a string. 
The encrypter replaces all occurrences of the excla- 
mation point with an equal sign. You should do the 
same. Listing 3 shows these changes. 

Of course, when the game is played, we don't want 
the text printed in its encrypted form. Talk about a 
tough adventure to solve! This is where our final 
machine-language subroutine comes in (you know 
it as the "mystery" subroutine). 

Listing 3 gives the lines you need to add the 
decoder routine. Type it in and list it to disk. 

Now let's get this whole mess put together. Load 
the parser program from last month (make sure 
you've encrypted the text in the data statements), then 
enter the files you created from Listing 1 (encrypt- 
ed version) and Listing 3. You might want to delete 



PAGE 34 /APRIL 1986 



ANALOG COMPUTING 



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Adventurous 
Programming continued 



all the REM statements so players can't see all the 
verbs. 

You're now the proud owner of a complete adven- 
ture game. Play to your heart's content. Of course, it 
should be an easy game since you know all the an- 
swers. Why don't you try expanding it a bit? Add some 
new puzzles, rooms and items. 

Drudgery. 

Now that we've written our game, there remains one 
subject we've yet to discuss, and it's a biggy — 
playtesting. The word playtesting has a whole differ- 
ent meaning when applied to adventure games. There 
are an infinite number of possible commands a play- 
er may try. How can you account for them all? The 
bottom line is: you can't. All you can do is play the 
game over and over, thinking like a player. 

Start at the beginning of the game and, using your 
solution, play it through to the end. When you're sure 
everything works all right, go back and try every com- 
mand combination you can think of. Granted, you 
won't get to them all, but try to catch the obvious ones. 

The next step is to corral one of your friends, sit 
him down and force him to play the game from be- 
ginning to end (it's all right if he sleeps, eats and uses 
the facilities, but that's all). While he's playing, make 
notes on gameplay 

You'll be surprised how important a fresh viewpoint 
is. Your friend knows nothing about the game and will 
try a lot of strange things, things you wouldn't have 
thought of. What an eye-opener that'll be. I guaran- 
tee, when your friend is through playing, you'll have 
several pages of changes to make. There is absolutely 
no substitute for playtesting. If you try to skimp on 
this, you will pay. I promise. 

Benediction. 

That's all folks. Whatever meager knowledge lies 
behind my wrinkled brow has now been imparted to 
you. Use it in wisdom and mercy (writing adventures 
tends to make one sadistic). 

I hope you've learned from this series of tutorials, 
and maybe even had a little fun along the way. May 
I pass on one more tiny bit of advice? The final tick- 
et to adventure writing, as in any other activity, is ex- 
perience. The first game you attempt may be an 
exercise in frustration, but persevere. It'll get easier. 
After you've done a few, you'll find yourself thinking 
more about puzzles and plot, and less about "How 
the devil am I going to do this?" 

Who knows? Maybe someday you'll be working for 
Infocom. H 



Listing 1. 
BASIC listing. 

II ? :? AS; RETURN 

15 FOR X=N1 TO 700:NEKT X: RETURN 
30 POKE N16, 112: POKE 53774 , 112 : RETURN 
40 N=N0 : S=N0 : E=N0 : H=N0 : U=N0 : D=N0 : G0SU6 
RXMlf) 

45 GRAPHICS NO: POKE 710.N0:G05UB 30: GO 

SUB N10:? "QEH3H1E: "; :? AS:AS="":RET 

URN 

50 AS="FR0NT OF HOUSE": N=N8 :E=N7 :U=N6 : 

RETURN 

60 A$="MAIN STREET" :E=N5:H=N6: RETURN 

70 AS="HAIN STREET" :E=N7:H=N5: RETURN 

80 AS="0N THE PORCH" :5=N5 : RETURN 

90 AS="LIUING R00M":N=N12:S=N8:U=N11:D 

-N10 : RETURN 

100 AS="CELLAR":U=N9: RETURN 

110 AS="BEDR00M":D=N9: RETURN 

120 AS="KITCHEN":S=N9: RETURN 

955 FOR X=NI TO N6 : INU CX)=N0 : NEXT X 

960 GOSUB 40 

1015 ? :? "IUHE: ";:IF NOT {N OR S 
R E OR M OR U OR DJ THEN ? "None" : GOTO 

1055 
1020 IF N THEN ? "N " ; 
1025 IF S THEN ? "5 "; 
1030 IF E THEN ? "E "', 
1035 IF H THEN ? "H "; 
1040 IF U THEN ? "U " ; 
1045 IF D THEN ? "D " : 
1855 ? :? :? " fJiHM jal : " : IT=N0 : FOR X=N1 

TO NN:IF ABS CI CXT 1 OR THEN NEXT X:G0T 
1065 

1860 AS=ISCX*SZ-SZ+N1,X*SZJ : GOSUB N18 : 
? AS:IT=Ni:HEXT X 

1065 IF NO T IT THE N ? "Nothing" 
1080 ? :? " ffrHpiriUJ : " : INv=N0 : FOR X=N1 
TO NN:IF I CX) O-Nl THEN NEXT X:G0T0 10 
90 

1085 AS=lStX*SZ-SZ+Nl,X*SZ3 : GOSUB N10: 
? AS:INU=N1:NEXT X 

1090 IF NOT INU THEN ? "Nothing" 
1820 IF US="D" AND R=N9 AND ICH9JO-N1 

THEN A$="Y0U fell in the dark!":G0T0 
4500 

1825 IF US="N" AND N THEN R=N:G0T0 960 
1830 IF V$="S" AND 5 THEN R=S:G0T0 960 
1840 IF US="E" AND E THEN R=E:G0T0 960 
1850 IF US="M" AND M THEN R=M:G0T0 960 
1868 IF U$="U" AND U THEN R=U:G0T0 960 
1870 IF US="D" AND D THEN R=D:G0T0 960 
1880 ? :? "No such direction!":G0T0 12 
fin 

2000 IF Y=N3 AND I(Y)=-N1 AND NOT I IN 
4} THEN A$="You found sonething «" :I CN4 
)=R: GOSUB Nil: GOSUB N15:G0T0 960 
2010 IF Y=N6 AND fI(YJ=R OR ICYJ=-H1J 
THEN AS="Ifs ANALOG": GOSUB Nil: GOTO 1 
260 

2095 ? :? "Looks ordinary": GOTO 1260 
2100 IF ICYJO-N1 THEN ? :? "You don't 

have it«":G0T0 1260 
2110 FOR X=N1 TO N6:IF INUtXJ=Y THEN I 
NUtX)=N0 

2120 NEXT X:ICY)=R:GOTO 960 
2280 IF ItYJ=-Nl THEN ? :? "You alread 
y have it!":G0T0 1260 

2205 IF ICY)=-R THEN ? :? "You can't g 
et that!":G0T0 1260 

2210 IF ICYJOR THEN ? :? "It's not he 
re!":G0T0 1260 

2220 L=N0:F0R X=N1 TO N6:IF INVCX}=N0 
THEN L=X 

2230 NEXT X:IF NOT L THEN ? :? "You C 
an't carry anymore «■': GOTO 1260 



PAGE 36 / APRIL 1986 



ANALOG COMPUTING 



2248 im=-Nl:INV{L}=Y:GOTO 968 

2380 IF Y=N1 AND R=N8 AND NOT KN2) T 

HEN IfN2J=R:ft$="Y0U found SOMethinq ! " : 

G85UB Nll:G05UB N15:G0T0 968 

2395 GOTO 4018 

2488 IF R=N8 AND Y=H8 AND UL THEN R=H9 

:GOTO 960 

2418 IF R=N8 AND Y=N8 AND NOT UL THEN 

AS="If s locked" :G85UB N11:G0T0 1260 
2495 GOTO 4818 

2588 IF R=N8 AND Y=N8 AND ICN23=-N1 AN 
D NOT UL THEN UL=N1:G0T0 4000 
2595 GOTO 4818 

2680 IF YON4 BR HY) <>-Nl OR ICN5JO- 
Nl THEN 2695 

2618 ICYJ=N8:ICN93=-Nl:ICN5J=N8:F0R H= 
HI TO N6:IF INVCXJ^Y THEN IHVCX)=H9 
2628 NEXT X:GOTO 960 
2695 GOTO 4010 

2700 IF Y=N6 AND im^-Nl THEN 0P=N1:G 
OTO 4000 

2710 IF Y-N7 AND R=N12 AND I(N18)=H8 T 
HEN ICN18J=R:I(Y)=N8:G0T0 960 
2795 GOTO 4010 
2808 IF YON6 8R ICYJO-Nl OR NOT OP 

THEN 4818 

2818 flSr-' ETmiW'Til Yell out a window: 

ANAL8G 15 GREAT" : G85 
UB Nll:G8T8 1268 
2895 G0T8 4818 

2988 IF R=N12 AND ICN183=R AND NS="ANA 
LOG IS GREAT" THEN 4600 
2910 ? :? CHR5(34) ;N$;CHR$C343 :GOTO 12 
60 

2995 GOTO 4010 
4888 ? :? "Okay": GOTO 1260 
4O10 ? :? "You can't do that":GOTO 126 


4500 GRAPHICS NO .'POKE 71Q,N0:G0SUB N10 
: POSITION N19-CLEN«A5)/N2J ,N5:? AS 
4510 POSITION N8,H18:? "THIS ADVENTURE 

IS OVER!":? :? :? :? :END 
4680 GRAPHICS NO: POKE 718, NO: POKE 752, 
Nl: POSITION N15,N18:? "YOU HIN!" 
4610 GOTO 4610 

6840 ? :? "LOAD FROM QAPE OR 0I5K";:IN 
PUT ZS:IF Z5="D" THEN 6900 
6860 IF ZSO"T" THEN ? :GOTO 6828 
6888 ? :? "CUE, PRESS RETURN TWICE. ":0 
PEN ttNl,N4,N0,"K:":GET UNI, A: CLOSE ttNl 
6885 OPEN »N1,N4,N0,"C:":G0T0 6928 
6900 OPEN ttNl, N4, NO, "D: DEMOGAME.DAT": A 

£—1111 

6920 INPUT ttNl,R,OP,UL 

6988 FOR X=N1 TO NN : INPUT ttNl,A:I(X)=A 

:NEXT X 

6990 FOR X=N1 TO N6 : INPUT ttNl,A:INV(X) 

=A:NEXT X 

7020 CLOSE »N1:UL=N1:? :? :TRAP 1260 :G 

OTO 960 

7040 ? :? "NO GAME DATA SAVED !" : CLOSE 

ttNl: GOTO 1260 

7060 ? :? "SAVE TO QAPE OR 0I5K"; :INPU 

T ZS:IF ZS="D" THEN ZS=",":GOTO 7120 

7088 IF ZSO"T" THEN 7060 

7100 ? :? "CUE, PRESS RETURN TWICE." :0 

PEN »N1,N4,N0,"K:":GET ttNl , A : CLOSE ttNl 

:Z$="," 

7110 OPEN ttNl,N8,N0,"C:":G0T0 7140 

7120 OPEN ttNl, N8,N8,"D: DEM8GAME.DAT" 

7148 PRINT ttNl;R;ZS;8P;Z5;UL 

7288 FOR X=N1 TO NN: PRINT ttNl;ICX]:NEX 

T X 

7210 FOR X=N1 TO N6 : ? ttNl ; INV CXJ : NEXT 

X 

7220 CLOSE ttMl:? :? :A$="":GOTO 960 

32049 REM KKKKMICKKM LS DATA******** 

32118 REM ********ITEM DATA******** 



CHECKSUM DATA. 

(see page 13) 

11 DATA 387,737,747,756,232,144,380,30 
1,451, 572 , 23 , 840 , 865 , 632 , 745 , 7732 
1815 DATA 42,788,813,762,826,811,778,3 
82 , 467 , 432 , 743 , 388 , 671 , 893 , 636 , 9256 
1838 DATA 667,556,701,686,551,8,529,79 
8 , 254 , 66 , 951 , 620 , 176 , 621 , 216 , 7392 
2228 DATA 65,743,187,8,737,721,857,740 
, 263 , 743 , 779 , 252 , 635 , 746 , 873 , 8341 
2718 DATA 278,749,578,542,752,839,922, 
755,193,754,938,226,896,738,548,9788 
6868 DATA 52,517,266,89,98,868,185,618 
,288,713,230,923,218,472,848,6201 
7200 DATA 242,918,939,930,868,3889 




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CIRCLE #114 ON READER SERVICE CARD 



ANALOG COMPUTING 



APRIL 1986 /PAGE 37 



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Programming continued 



Listing 2. 
BASIC listing. 



18 DIM AS(16G) ,FS(15) :X=0 

20 ? "ENTER FILENAME CD : FILENAME . EXT3 : 

": INPUT FS 

30 OPEN tti,12,0,FS:TRAP 130 

40 G05UB 140: IF flOftSCC'fi") THEN 40 

50 GOSUB 140: IF AOASCC'S") THEN 40 

60 G05UB 140: IF A<>ASCC ,, = ,, 3 THEN 40 

70 GOSUB 140: IF A<>A5C CCHRS (34) J THEN 

40 

80 NOTE ttl, SECTOR, BYTE: GET HI, ft 

50 IF A=34 THEN ? CHRS (flj ; :GOTO 40 

100 IF A=ASCC"!"} THEN A=61:P0KE 766,1 

:GOTO 120 

110 A=A+1 

120 POINT ttl, SECT8R, BYTE: PUT ttl, A:? CH 

R$ (A3;: POKE 766,8: GOTO 80 

130 CL05E ttl:? :? :? :? "DONE «Q": END 

140 NOTE ttl, 5ECT0R, BYTE: GET ttl , A : ? CHR 

S(A) ; : RETURN 



CHECKSUM DATA. 

(see page 13) 

10 DATA 133,598,386,326,270,322,163,36 
2,376,558,231,366,64,694,5449 



Listing 3. 
BASIC listing. 



10 A=USR (ADR (DS) , ADR (AS) , LEN (AS) ) : RETU 
RN 

11 A=U5R (ADR CDS) , ADR (AS) , LEN (AS) ) : ? : ? 
AS: RETURN 

925 FOR X=N1 TO 35: READ A : DS (X) =CHRS (A 
) :NEXT X 

32029 REM xxxxxxxxx dS DATA MXXXXXXXXX 

32030 DATA 216,104,104,133,204,104,133 
,203,104,104,133,205,160,0,177,203,201 
,61,240,11,56,233,1,145,203 

32048 DATA 200,196,205,208,248,96,169, 

33,288,244 

32128 DATA XFMDPNF !NBU , -8,LFZ,0,DPBU, 9 

, CBUUFS JFT , , GMBTIMJHIU , 11 , NBHB [ JOF , 10 

,XJ0EPX,-12,G5P0U!EPP5,-8 

32130 DATA MJHIUFE ! GMBTIMJHIU , 0, POFO !X 

JOEPX,0 



CHECKSUM DATA. 

(see page 13} 



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10 DATA 145,253,131,915,684,173,163,16 
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CIRCLE #115 ON READER SERVICE CARD 

PAGE 38 /APRIL 1986 



ANALOG COMPUTING 



48K Disk 



UTILITY 







Character Generator II 



Part 1. 



by Bob Curtin 



One problem with a game as dynamic as Dungeons 
& Dragons is that it's constantly changing. That's a 
good thing in a way but for Dungeon Masters who 
ply their trade to a large number of players, it means 
staying one jump ahead of the plebian delvers and 
keeping on top of all of the additions to the rules. 

This is great for the players, of course. They have 
little to do but reap the rewards of the Dungeon 
Master's toil. The DM, on the other hand, is faced 
with the formidable task of being simultaneously 
writer, producer, director, actor, referee, statistician, 
librarian, militarist, judge and jury. 

It is the DM who provides the world in which play- 
ers seek to make names for themselves. He's the play- 
ers' eyes and ears. It is he who breathes life into lands 
of his own creation and gives players the hours of 
excitement for which this game is renowned. 

It's no easy task. The hardbound reference books 
alone total well over 1200 pages, and that's hardly 
worth mentioning in the overall scheme of things. 
To make matters worse, the long awaited revised Dun- 
geons & Dragons player's handbook arrived a few 
weeks ago (as of this writing), in the form of a sup- 
plementary volume entitled Unearthed Arcana. The 
new material in this book is a compilation from sever- 
al sources, including articles from the venerable fan- 
tasy publication The Dragon, plus a whole bunch of 



information never before published anywhere. In- 
cluded in the tome are three new character classes, 
a plethora of new weapons, spells and treasures, and 
revisions on much that went before. 

I've long been a champion of the computer aiding 
the beleaguered Dungeon Master. Back when ANA- 
LOG Computing was young (issue 8), I wrote a D&D 
character generator (along with a housekeeping pro- 
gram which has been revised, updated and improved 
over the last few years). 

Aside from the obvious advantage of crunching the 
numbers at a heady pace, the computer never forgets 
to add modifiers or perform the correct calculations. 
It can also supply a lot of information in a short 
amount of time, sometimes in subtle ways (for in- 
stance, just by making viable alternatives in a menu 
a different color from alternatives which aren't pos- 
sible at that particular time). 

The character generator, however, has only recently 
gotten my attention. Rather than try to revise what 
went before, I decided to start from scratch, with a 
whole new format, including new character classes, 
weapons, equipment and spells. 

Since generating a character in D&D is a "linear" 
exercise (that is, each step is followed one after an- 
other and never repeated), I reasoned that, by chain- 
ing a number of programs together, I could make my 
generator up to 88K long (the capacity of a single- 
density disk). That's precisely what I've done. 



ANALOG COMPUTING 



APRIL 1986 / PAGE 39 



[jFjDfrD 



Character Generator continued 



The Dungeons & Dragons Character Generator II 
(DCG2] is made up of three separate programs which 
generate different facets of the same character. This 
character is preserved in two ways: by printing out 
a hardcopy, and by storing pertinent data on disk (to 
be loaded later into the D&D housekeeping program 
which I wrote for the ANALOG Compendium, and 
which now resides in the TCS database). 

DCG2 is much more comprehensive than its pre- 
decessor, but at the same time is a lot easier to use. 
The first program of DCG2 generates the character 
proper, allowing the player full control over name, 
gender, race, class and level. Numbers are still gener- 
ated randomly (as they would be normally) , but those 
things over which players have control in manual 
character generation are kept that way in DCG2. 

The second program (which should be coming next 
month in these very pages) is used to equip the char- 
acter from head to hoof at Ye Olde Shopping Mall . 
Players simply browse through a series of inventory 
lists, including weapons, armor, camping equipment, 
provisions, religious items, clothing, etc. As each item 
is purchased, the price is deducted from their total 
gold pieces (change being made automatically) , and 
the character's current encumbrance level is dis- 
played. The complete list of items chosen by the play- 
er will be printed on the character sheet under the 
character's statistics, racial attributes and magical 
spells (if applicable). 

The last program in this series lists the numbers 
and levels of spells which may be chosen by the 
magic-users, clerics and druids, as well as higher- 
level rangers and paladins. As the magic -users choose 
each spell, the "chance to know" roll is made, and 
the player is informed as to whether or not he's ac- 
quired the spell. After the allotted number are cho- 
sen in each level, the spells are printed on the char- 
acter sheet. 

The programs use a common data file saved after 
each individual program has done its thing. The con- 
tents of this file can be loaded into the housekeep- 
ing program, or individual characters from several 
different files can be merged into one file, to be load- 
ed into Dungeons & Dragons Housekeeping. 
Creating the character. 

Once the program is up and running, you'll either 
be greeted with the question, How many characters 
do you want to generate? or, if an unfinished file re- 
mains on the disk, the screen will display the status 
of that file along with the filename. You may gener- 
ate up to ten characters (0 = ten) per data file. You'll 
then be asked for a filename for your set of charac- 



ters. Simply enter any legal filename, but without the 
device call. For example, if you wanted D:FAR- 
QUAR.l as a filename, you'd merely type FAR- 
QUAR.l. 

DCG2 will then ask you if you'd like the random 
number generator loaded. A no answer [N] means 
that the computer will "roll" three 6-sided "dice" and 
total the results. This'll be repeated six times, to net 
the basic characteristics of your character. 

In this pure form, the numbers will range between 
3 and 18. If you answer with a yes (Y), the computer 
will add the loading factor (1, 2 or 3) to the sum of 
the dice in each of the six rolls. 

For instance, if you chose 3 as the loading factor, 
the numbers in each characteristic would range be- 
tween 6 and 18. All numbers over 18 are dropped 
back to 18. 

Next, you'll be asked for a name and gender for 
your character. If you don't want to give the charac- 
ter a name at this time, simply hit RETURN. The 
computer will print a space on the character sheet 
for you to fill it in at a later time. 

Once the basic ability scores are generated, the 
computer will display them and give you the choice 
of retaining or discarding the numbers. You have 
three chances to get a better set of scores, but — of 
course — you could also end up less fortunate. (Ah, 
decisions, decisions!) 

After you've made your choice, DCG2 checks to 
see which races the character is qualified to be and 
displays the alternatives in a highlighted format on 
the list of races. Pressing the ESC key yields a menu 
listing all of the races; pressing the letter correspond- 
ing to the particular race will give a list of racial at- 
tributes and bonuses. 

After you've chosen your character's race, the com- 
puter will display, in highlighted format, the class- 
es for which the character is qualified, based on race 
and basic ability scores. You choose between the via- 
ble alternatives, and you'll then be asked to enter the 
character's level. 

At this point, the basic attributes and pertinent 
data are printed in a format easily accessible to the 
player during the game. You may choose to have the 
racial attributes, bonuses and penalties added to the 
sheet, as well. 

The program goes on to save the data and run the 
equipment and weapons program. 
Using the program. 

I've endeavored to make DCG2 as bulletproof as 
possible, but — users being as creative as they are — 
I'm sure some bright young mind will figure out a 



PAGE 40 /APRIL 1986 



ANALOG COMPUTING 




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Character Generator continued 



way to crash it. Aside from deliberate sabotage, how- 
ever, I'm confident of the program's solidity. Anyway, 
as you work with it, familiarity will foster a sure 
hand. 

Once you've gotten DCG2 typed in (or you've been 
crafty enough to have bought the disk subscription 
to ANALOG Computing), simply run it. The com- 
puter will ask how many characters you want to 
generate and request that you to enter a filename. 
Once this is done, the data file will be created. 

Note that, if you don't create the full number of 
characters you declare, an unfinished file will remain 
on the disk. When the program is run the next time 
around, the initial screen will be a status report on 
that particular file. You may continue on with that 
file, or you may scrap it and start another. 

Also, once a filename has been chosen, the same 
status screen will appear, giving you the status on 
the file you just created. I did this to give you a 
chance to change your mind on either the filename 
or the number of characters created. 

Be sure you store the program on disk under the 
filename D:DDC9.2. This is very important for DCG2 
to work properly with the upcoming additions. 

Another thing you might have to do is to change 
the printer control codes to match your printer. I've 
assigned values to the variables, so all you have to 
do is change the values in Line 20, and the codes will 
be changed throughout the program. 

The variables mean the following: WID = double 
width on; WIDOFF= double width off; KOMP = com- 
pressed on; KOMPOFF = compressed off; EMPH = 
emphasized (double strike) on; EMPHOFF = empha- 
sized off; LIN = linefeed; FEED = form feed. If your 
printer doesn't support some of these, then assign 
some innocuous value to those variables, so the print- 
er doesn't start acting bizarre. 

Also, until next month when the equipment pro- 
gram arrives, insert the following line into your code: 

1395 GOTO 98 

Once the equipment program is up and running, 
and stored on the same disk as D:DDC9.2, you can 
(nay, you must!) delete 1395. 

Those of you with 130XE computers may speed 
things up drastically by using DOS 2.5, available in 
the ANALOG Computing TCS database. (What! You 
haven't signed up yet?) Copy the three programs to 
the ramdisk. Just be sure you change all the filename 
calls from D: to D8.\ For example, the filename D: 
EQL7IPMNT in Line 1400 should be changed to D8: 
EQ LJIPMNT. 



Helpful information. 

I originally wanted to include class descriptions 
in the program, in much the same format as the ra- 
cial information, but alas, I had not the memory. It 
therefore behooves the Dungeon Master to have this 
information available to players during the character- 
generating session. The best I could do was to list 
the classes each race was eligible to become (assum- 
ing the basic characteristics values were sufficiently 
high). 

The same problem cropped up in the spell pro- 
gram. I had originally wanted to provide descriptions 
of each spell available, for the players to scrutinize 
as they were choosing spells in each level. Again, 
the Dungeon Master should keep his copy of Un- 
earthed Arcana available as a reference. 

Another decision I wrestled with was whether or 
not to include the psionic routines. I had the memo- 
ry. In fact, the routines are already written. But psion- 
ics are such a volatile thing in a dungeon that, if not 
handled correctly (that is, in extreme moderation), 
they tend to make the dungeon ludicrous at best. 

I reasoned that those DMs who consider them- 
selves skilled enough to handle psionics — and wish 
to include them in their dungeon — would be better 
served doing them "by hand." Including them auto- 
matically for any eligible character — or even mak- 
ing that an option — would be, in my opinion, too 
much of a temptation. 

If one were to draw a conclusion based on the 
screen displays, DCG2 appears to be a fairly simple 
program. However, there's a lot going on under the 
hood. For one thing, I changed as many tables as pos- 
sible into mathematical formulas. (As an example, the 
FIND/REMOVE TRAPS column of the thieves table 
was reduced to the formula: FT=LeveJ*5 + 15.) 
Though this did tend to slow things up a bit, it saved 
an enormous amount of memory. 

DCG2 uses essentially unmodified Advanced Dun- 
geons & Dragons system rules to generate the charac- 
ters. I say "essentially" because I've modified some 
of the systems, to eliminate weird quirks which 
sprang up with the introduction of a computer into 
the works. 

For example, the AD&D system of generating height 
and weight resulted in occasional grossly overweight 
(or underweight) characters. To eliminate this, I tied 
the weight of a character to height, then randomized 
variations within a reasonable scope. 

I've also used a modular approach to DCG2, by us- 
ing subroutines for all but displays, error trapping 
and overhead. Thus, additions to the D&D system can 



PAGE 42 / APRIL 1986 



ANALOG COMPUTING 



later be added to the individual applicable subrou- 
tines. It's not quite as easy as that, but those of you 
well enough versed in the AD&D system and in BA- 
SIC programming to follow the program should, with 
perseverance, be able to make your own additions. 

Finally, the method I've chosen to generate a 
character is not one of the four standard methods stat- 
ed in the AD&D Dungeon Master's Guide. It is, how- 
ever, a method which is a combination of methods 
three and four. With the loading factor added in, I 
think it's a much more flexible method which will 
suffice for generating any level of player or nonplay- 
er character. 

Above all, have fun with it. That's what the game's 
for, after all — yes? PI 

Bob Curtin is a machinist who got'into computing 
in 1982 when he bought an Atari 800. He uses it for 
writing, programming and telecommunications. He 
prefers the more cerebral computer games. 

Listing 1. 

BASIC listing. 
10 TRAP 110 

20 MID=14 : WID0FF=20 : K0HP=15 : K0MP0FF=18 
: EMPH=69 : EMPH0FF=70 : LIN=10 : FEED=12 
30 DIM DWS(253 , ELFS (253 , GNOS (253 ,HES (2 
5J ,HAS(253 ,H0S(253 ,HUS(253 ,NAMS(303 , RA 
S(83,CMDS(403 ,F(213,lS(203 .CLS(303 
40 DIM AT(35,103,GS(63,TYPS(23,PNT$(12 
05 , FTRS (253 , PALS (253 , RNGS (253 , CLES (253 
, DRU$ (253 . MOS C253 . THFS C 25} ! Y-0 
50 DIM ASS (253 ,MUS(253 , ILLS (253 ,CAVS(2 
5) , BARBS {253 , ACBTS (253 , LNAMS (1653 , TEMP 
5(903 

60 GOSUB 3450:G0T0 90 
70 DWS="DWARF (C3 1 

CB3":HUS="HUMAN 
GNOME (D3" 
80 HAS="HALFLIHG (E3 " : HES="HALF-ELF 

(F3":H0S="HALF-0RC tG3": RETURN 
90 CHAR=ATC21,13 :N=AT(22,13 : IF N~1>CHA 
R THEN 110 

100 IF N-KCHAR THEN 180 
110 TRAP 3328: GRAPHICS 1;P0KE 752,1 :P0 
KE 710,0:P0KE 709,I8:G0SUB 3600 
120 POSITION 0,1O:? 86; "HOW MANY CHARA 
CTER5 ":? 86;" DO YOU WANT T0";P0SIT 
ION 5,14:? 86;"GENERATE" 

138 CLOSE «1:0PEN 81, 4, 0, M K : " : GET 81 , C 
MD: CLOSE 81: IF CMD<48 OR CMD>57 THEN 1 
30 

140 TRAP 140:? "UNDER WHICH FILENAME S 
HALL":? "I STORE THESE CHARACTERS"; : IN 
PUT CL$ 

ISO NAMS="D : " : HAMS (3 , 3 + LEN CCLS3 3 =CLS : I 
F LENCCLS3>11 THEN HAMS (3, 103 = CLS (1 , 83 
155 ? "15":? "INITIALIZING ARRAYS; PLEA 
SE WAIT, . ." 

160 CHAR=CMD-48:IF CHAR=8 THEN CHAR=18 
178 FOR E=l TO 30:F0R J=l TO 18:AT(E,J 
3 =8: NEXT J: NEXT E : LNAMS="" : GOSUB 3358: 
N=1:G0T0 185 

180 TRAP 3320: GOSUB 3700 
185 GOSUB 70: GOSUB 1500 
190 GRAPHICS 17:P 0SITI0H ,10:? 86 : "^1*1 

-" : ? 86j ■■ fniM33mtfr 



YOU WANT TO LOAD 
UMBE R 



:ELFS="ELF 

(A3":GN0S=" 



ANALOG COMPUTING 



200 GOSUB 3680: CLOSE 81: OPEN 81,4,0,"K 

:":GET 81, CMD: CLOSE 81: IF CMD=89 THEN 

238 

210 IF CMD<>78 THEN 198 

228 GOTO 260 

23© ? 86 ;"«": POSITION 1,10:? 86;"type 

the loading";? 86;" factor CI, 2, OR 33" 

248 OPEN 81,4,0,"K:":GET 81,CMD:CL0SE 

81: IF CMD<49 OR CMD>51 THEN 230 

250 LD=CMD-48 

260 OPEN 81,4,0,"K:":0PEH 83,4,0,"S:" 

270 GRAPHICS 1:P0KE 710,8:G0SUB 3600:? 

86; "15": POSITION 2,10:? 86;"CHARACTER 
NAME?" 

280 ? 86:? 86;" ":X=2: 

L=15 : Y=12 : ALP=i : 0=0 : IS="" 

290 IF L=21 AND PEEK (7643 =255 THEN 390 

300 POSITION X+0,Y:GET 83,CMD 

31© POSITION H+0,Y:? 86;CHRS (CMD3 :IF P 

EEK(7643=255 THEN POSITION X+0,Y:? 86; 

II HI 

320 IF PEEK C7643 =255 THEN 310 

330 POSITION K+0,Y:GET 81,XX:P0KE 764, 

255: IF XX=155 OR XX=I26 THEN 390 

340 GOSUB 488 

350 IF ALP=0 AND (XX<48 OR XX>573 THEN 

310 
360 0=0+l:lS(LEN(lS3+13=CHRS(XX3 :PRINT 

86;CHRS(XX3; :IF 0=L THEN L=21:G0T0 29 


378 IF L=8 AND (0=2 OR 0=53 THEN 0=0+1 
380 GOTO 300 
398 CLOSE 83: CLOSE 81 
400 LHAMS (N*15+l , H*15+I+LEN (IS3 3 =IS : IF 

I-*— HEN 15— ,. I .. l ,.._^_„ " 

410 POSITION 3,14:? 86;"PT3iHaJB IM/FJ" 
:OPEN 81,4,0,"K:":GET 81, CMD: CLOSE 81: 
GOSUB 420: IF CMD>128 THEN 418 
428 IF CMD>=128 THEN POKE 752,1:? •■ 

0YOUR INVERSE KEY IS ONM!":FOR E=l T 
500: NEXT E 
430 IF CMD>=128 THEN ? "t 

ii ; RETURN 
448 IF CMD=70 OR CMD=102 THEN GS="FEMA 
LE":GOTO 530 

450 IF CMD=77 OR CMD=189 THEN GS="MALE 
":GOTO 530 

460 POKE 752,1:? "Q 'M" OR "F" 
NLY!!":F0R E=l TO 580:HEXT E:? "t 

":G0T0 4I0 
465 IF PNTS=">" THEN PNTS=" " 
478 GOTO 530 

480 IF XX>96 AND XX<128 THEN XX=XX-32 
490 IF XX>129 AND XX<191 THEN XX=XX~12 
8 

580 IF XX>192 AND XX<225 THEN XX=XX~I2 
8 

518 IF XX>224 AND XX<256 THEN XX=XX~16 
8 

528 RETURN 
530 AB=0 

540 FOR CMD=1 TO 6 

550 A=IHT (6*RND (83 +13 : B=INT (6*RND (03 +1 
3 : C=INI (6#RND (03 +13 : AT (CMD , N3 =A+B+C+LD 
:A=0 

568 IF AT(CMD,N3>18 THEN AT (CMD, N3 =18 
570 NEXT CMD 

580 FOR E=l TO 6 : F (E3 =AT (E, N3 : NEXT E 
590 GRAPHICS 1:P0KE 712,50:P0KE 710,50 
:POSITION 0,3:? 86;lS;""S":? 86;"BASIC 

ABILITY SCORES": GOSUB 3608 
688 ? 86:? 86:? 86;" STRENGTH "j 
ATII,N3 :? 86;" INTELLIGENCE ";AT(2,N 
3 

618 ? 86;" WISDOM ";AT(3,H3:? 
86," DEXTERITY " ; AT (4, N3 : ? 86; " 
CONSTITUTION ";AT(5,N3 

(Listing continued on page 48) 
APRIL 1986 / PAGE 43 



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A0604 FREE TRADER (D) $19.95 

A0605 EMPIRE OF THE OVERMIND (D) $26.95 

A0606 QUEST OF THE SPACE BEAGLE (D) $22.95 

A0607 CLEAR FOR ACTION (D) $26.95 

A0608 PARIS IN DANGER (D) $26.95 

A0609 GULF STRIKE (D) $22.95 

A0504 GALAXY (D) $16.95 

A0505 ANDROMEDA CONQUEST (D) $16.95 

A0506 COMPUTER STOCKS & BONDS (D) $18.95 



Xerox 

A041 2 STICKYBEAR BOP (D) $19.95 

A0413 STICKYBEAR NUMBERS (D) $19.95 

A0414 STICKYBEAR BKST BOUNCE (D) $19.95 

A041 5 STICKYBEAR OPPOSITES (D) $19.95 

A0416 STICKYBEAR ABC (D) $19.95 

A0417 STICKYBEAR SHAPES (D) $19.95 



BUSINESS 

A0201 ATARI WRITER (C) $39.95 

A0203 VISICALC (D) $29.95 

A0204 HOME FILING MANAGER (D) $19.95 

A0206 FILEWRITER (D) $20.95 

A0207 REPORT WRITER (D) $20.95 

A0208 MENU WRITER (D) $19.95 

A0209 FAMILY FINANCE (D) $19.95 

A0210 HOME INTEGRATOR (D) $19.95 

A021 1 SMALL BUS INVENTORY (D) $1 1 .95 

A0212 SALESMAN'S EXPENSES (D) $1 1 .95 

A0214 RETAIL INVOICE (D) $11.95 

A021 5 TIMEWISE (D) $1 4.95 

A0216 PEACHTREE G/L (D) $49.00 

A0217 PEACHTREE A/R (D) $49.00 

A0218 PEACHTREE A/P (D) $49.00 

A0717 SYN CALC (D) $32.95 

A0718 SYN CALC TEMPLATES (D) $14.95 

A0672 APPT PLNR/WKLY SCHEDULE (D) $12.95 

A0673 ACCOUNTS RECEIVABLE (D) $1 1 .95 

A0674 ACCOUNTS PAYABLE (D) $1 1 .95 

Synapse 

A0534 ENCOUNTER (D) $14.95 

A0535 BLUE MAX 2001 (D) $18.95 

A0536 QUASIMODO/AIR SUPPORT (D) $16.95 

A0537 NEW YORK CITY/ELECTRICIAN (D) $16.95 

A0538 RAINBOW WALKER/COUNTDOWN (D) . . $16.95 

A0539 FORT APOCALYPSE (D) . $20.95 

A0540 BLUE MAX (D) $20.95 

A071 5 MIND WHEEL (D) $25.95 

A071 6 ESSEX (D) $25.95 

Epyx 

A0520 JUMPMAN (D) $15.95 

A0521 DRAGON RIDERS OF PERN (D) $18.95 

A0522 SUMMER OLY GAMES (D) $24.95 

A0523 PITSTOP II (D) $24.95 

A0524 BALL BLAZER (D) $24.95 

A0525 RESCUE ON FRACTULUS (D) $24.95 

A0693 KORONIS RIFT (D) $24.95 

A0692 THE EIDOLON (D) $24.95 

Strategic Simulations, Inc. 

A0601 SHOOTOUT AT OK GALAXY (D) $17.95 

A0602 DNIEPER RIVER LINE (D) $24.95 

A0603 SPACE COWBOY (D) $18.95 

A0526 KNIGHTS OF THE DESERT (D) $24.95 

A0527 FIELD OF FIRE (D) $24.95 

A0528 FORTRESS (D) $22.95 

A0529 COSMIC BALANCE (D) $24.95 

A0530 IMPERIUM GALATUM (D) $24.95 

A0531 RAILS WEST (D) $24.95 

A0532 TIGERS IN THE SNOW (D) $24.95 

A0533 50 MISSION CRUSH (D) $24.95 

A0590 BROADSIDES (D) $24.95 

A0591 COMPUTER QUARTERBACK (D) $24.95 

A0592 COMPUTER AMBUSH (D) $34.95 

A0593 COMPUTER BASEBALL (D) $24.95 

A0712 COLONIAL CONQUEST (D) $24.95 

A0713 COMBAT LEADER (D) $23.95 

A071 4 KAMPFGRUPPE (D) $34.95 



Atari 

A0420 ATARI MUSIC I (D) $19.95 

A0421 ATARI MUSIC II (D) $19.95 

A0422 INTRO PROG I (T) $14.95 

A0423 INTRO PROG II (T) $14.95 

A0424 INTRO PROG III (T) $14.95 

A0425 ATARI LAB STARTER (C) $44.95 

A0426 ATARI LAB LIGHT MOD (C) $33.95 

A0428 SKYWRITER (C) $16.95 

A0429 CONVERSATIONAL FRENCH (T) $16.95 

A0430 CONVERSATIONAL SPANISH (T) $16.95 

A0431 MY FIRST ALPHABET (D) $16.95 

A0432 SPEED READING (T) $19.95 

A0433 TYPO ATTACK (C) $16.95 

A0435 VERBAL MODULE SAT (D) $29.95 

A0436 SAT SAMPLE PRETEST (D) $17.95 

A0437 MATH MODULE SAT (D) $29.95 

A0438 TOUCH TYPING (T) $14.95 

A0439 JUGGLES RAINBOW (D) $16.95 

A0440 JUGGLES HOUSE (D) $16.95 

A0442 TOUCH TABLET/SOFTWARE $49.00 

A0443 PAINT (D) $19.95 

A0315 PILOT/TURTLE GRAPHICS (C) $29.95 

A0316 LOGO (C) $39.95 

A0318 ASSEMBLER/EDITOR (C) $19.95 

A0319 MACRO ASSEMBLER (C) $19.95 

Spinnaker 

A0444 LINKING LOGIC (C) $16.95 

A0445 DANCE FANTASY (C) $16.95 

A0446 MEMORY MANOR (C) $16.95 

A0447 LOGIC LEVELS (C) $16.95 

A0448 KINDERCOMP (D) $16.95 

A0449 PACEMAKER (D) $16.95 

A0450 KIDS ON KEYS (D) $16.95 

A0451 GRANDMAS HOUSE (D) $16.95 

A0452 KIDWRITER (D) $16.95 

A0453 FRACTION FEVER (D) $18.95 

A0454 IN SEARCH AMAZ THING (D) $22.95 

A0455 TRAINS (D) $18.95 

A0456 ALPHABET ZOO (D) $16.95 

A0457 AEROBICS (D) $22.95 

A0710 DELTA DRAWING (C) $16.95 

A071 1 ADVENTURE CREATOR (C) $16.95 

American Educational Computer 

A0459 VOCABULARY WORD BLDR (D) $16.95 

A0460 GRAMMAR WRK USE SKILLS (D) $16.95 

A0461 WORLD GEOGRAPHY FACTS (D) $16.95 

A0462 SPANISH VOCAB SKILLS (D) $16.95 

A0463 FRENCH VOCAB SKILLS (D) $1 6.95 

A0464 WORLD HISTORY FACTS (D) $16.95 

A0465 US HISTORY FACTS (D) $16.95 

A0466 US GEOGRAPHY FACTS (D) $16.95 

A0467 US GOVERNMENT FACTS (D) $16.95 

A0468 A PLUS LEARN TO READ (D) $24.95 

A0470 A PLUS READING COMPREHENSION (D) .$24.95 

A0471 COMPUTER LEARNING PAD $37.95 

A0418 BIOLOGY FACTS (D) $16.95 

A0493 ELEM SCIENCE 3 8 4 (D) $16.95 

A0494 ELEM SCIENCE 5 8 6 (D) $16.95 

A0495 ELEM SCIENCE 7 8 8 (D) $16.95 

DLM 

A0680 SPELLING WIZ (D) $19.95 

A0681 ALIEN ADDITION (D) $19.95 

A0682 METEOR MULTIPLICATION (D) $19.95 

A0683 ALLIGATOR MIX (D) $19.95 

Artworx 

A0738 LINKWORD LANGUAGE-SPANISH (D) . . .$17.95 

A0739 LINKWORD LANG-FRENCH (D) $17.95 

A0740 LINKWORD LANG-GERMAN (D) $17.95 

A0741 LINKWORD LANG-ITALIAN (D) $17.95 

A0663 MONKEYMATH (D) $15.95 

A0664 MONKEY NEWS (D) $15.95 



Add S3. 00 lor shipping, handling and insurance. Illinois residenls 
please add 6% lax. Add S6.00 lor CANADA, PUERTO RICO, HAWAII 
ALASKA APO-FPO orders, Canadian orders musl be in U.S. dollars. 
WE DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT CANADA. 
Enclose Cashiers Check, Money Order or Personal Check. Allow 14 
days lor delivery 2 lo 7 days lor phone orders, 1 day express moil! 
VISA — MASTER CARD — COD. 

No C.O.D, to Canada, APO-FPO 



ORDER COMPUTER DIRECT 

^T^^% ^\ J\ ^# We Love Our Customers 
I Wl/M ¥ 22292 N. Pepper Rd., Barrington, 111.60010 

312/382-5050 to order 

CIRCLE #117 ON READER SERVICE CARD 



■I 152K Lowest Price In The USA! i52K 

atari^ Computer System Sale 

• Students • Word Processing • Home • Business 




$379 



SYSTEM PRICE 



LOOK AT ALL YOU GET FOR ONLY 

LIMITED QUANTITIES 

® 'Atari 130XE 152K Computer 

©[Atari 1050 127K Disk Drive 

©lAtari 1 027 Letter Quality 20 CPS Printer 

Atari Writer Plus Word Processer with Spell Checker 

Atari BASIC Tutorial Manual 

All connecting cables 8 T.V. interface included. ^^ 

ir Monitors sold separetly. TCjTALS 



LIST PRICE 

$249.00 

299.00 

299.00 

59.95 

16.95 



$923.90 

CALL FOR 1027 PRINTER REPLACEMENT 



INDIVIDUAL 

SALE PRICE 

$134 95 

159 9S 

159 ,s 
4995 

12* 5 
$517.75 

OPTIONS 



SAVE 
OVER $100 

All 5 ONLY 

379°° 

SYSTEM 
SALE PRICE 



$ 



Other Accessories List Sale 

-ft- 12" Hi Resolution Green Screen Monitor $199.00 $79.95 

He 13" Hi Resolution Color Monitor $399.00 $159.95 



Add $9.95 for 
Connection Cables 

Add $10 for UPS 



15 DAY FREE TRIAL. We give you 1 5 days to try out this ATARI COMPUTER SYSTEM I ! If it doesn't meet your expectations, just send it back to us prepaid 
and we will refund your purchase price! ! 90 DAY IMMEDIATE REPLACEMENT WARRANTY. If any of the ATARI COMPUTER SYSTEM equipment or 
programs fail due to faulty workmanship or material within 90 days of purchase we will replace it IMMEDIATELY with no service charge! ! 



Best Prices * Over 1000 Programs and 500 Accessories Available • Best Service 
* One Day Express Mail * Programming Knowledge • Technical Support 



Add $25.00 for shipping and handling!! 

Enclose Cashiers Check, Money Order or Personal Check. Allow 14 
days for delivery. 2 to 7 days for phone orders. 1 day express mail ! 
We accept Visa and MasterCard. We ship C.O.D. to continental 
U.S. addresses only. Add $10 more if C.O.D., add $25 if Air Mail. 



COMPUTER DIRECT 

We Love Our Customers 
22292 N. Pepper Rd., Barrington, III. 60010 

312/382-5050 to order 



CIRCLE #117 ON READER SERVICE CARD 



Computer Cleaners 

Your Choice 1/ B D I ^ C Your Choice 

Reg. $19.95 ± j% Q E ' ^ Reg. $19.95 £^fc £*£f 



5ff/e 



9 



SALE 



Sale 



9 




TV/MONITOR SCREEN RESTORER 
& CLEANING KIT Sale $9.95 

Reduce eye fatigue by increasing the clarity of your TV or 
monitor screen. This kit contains a hard wax formulation to 
cover surface imperfections on TV screens and monitors. This 
restores maximum optical clarity, making what you see more 
distinct. Plus high absorbency cloths and an auto static spray 
cleaner allows you to clean your screen on a regular basis to 
keep your screen looking better than new. (This is a must for 
those who watch monitors or TVs for extended lengths of 
time.) List $19.95. Sale $9.95. 



DISK DRIVE CLEANER 



Reg. $19.95. 

Sale $9.95. 



MEMTEK 



PRODUCTS 



• 60% of all drive downtime is directly related to poorly maintained drives. 

• Drives should be cleaned each week regardless os use. 

• Drives are sensitive to smoke, dust & all micro patricles. 

• Systematic operator performed maintenance is the best way of ensuring 
error free use of your computer system. 

This unique twin slot jacket design gives twice as many "wet-dry" 
cleanings per rotation as other leading brands. Non abrasive, 100% lint 
free, random fiber cleaners capture dust, smoke particles and disk oxide 
build up which insures you against disk and data loss from dirty disk drive 
heads just like you must clean your albums and tape players you must 
clean your disk drive heads to keep your disk drive working well. (24 

cleanings per kit.) List $19.95. Sale $9.95. 





Add $3.00 for shipping, handling and insurance. Illinois residents 
please add 6'/,% tax. Add $6.00 for CANADA, PUERTO RICO, 
HAWAII, ALASKA, APO-FPO orders. Canadian orders must be in 
U.S. dollars. WE DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT 
CANADA. Enclose Cashiers Check, Money Order or Personal 
Check. Allow 1 4 days for delivery, 2 to 7 days for phone orders, 
1 day express mail ! 
VISA — MASTER CARD — C.O.D. No. CO. D. to Canada, APO-FPO 



ANTI-STATIC KEYBOARD 
CLEANER Sale $9.95 

Now you can clean your computer keyboard fast, 
efficiently, and safely. The keyboard cleaning solution is 
exclusively formulated to remove skin oils, dust, and dirt 
that can destroy your equipment. Plus this non residue 
solution with anto-static properties will not build up like 
ordinary household cleaners so you can clean as much as you 
ike without worry. Plus the lint free, high absorbency, non- 
abrasive cloths will not scratch or mar your equipment as they 
pick up dirt and grime in a matter of seconds. 
List $19.95. Sale $9.95. 

COMPUTER DIRECT 

We Love Our Customers 

22292 N. Pepper Rd., Barrington, III. 60010 

312/382-5050 to order 



CIRCLE #117 ON READER SERVICE CARD 



Famous Smith Corona National Brand 

1 0" PRINTER SALE 

Below Wholesale Cost Prices!!! 

• ONE YEAR IMMEDIATE REPLACEMENT WARRANTY 

• Speed: 120 or 160 characters per second * Friction Feed/Tractor Feed — Standard 

• 80 character print line at 10 CPI • 1 Line Buffer, 2K Buffer on 160 CPS Plus LQM 

• Six pitches • Graphics capability • Centronics compatible parallel interface 

* Features Bidirectional Print, Shortline Seek, Vertical And Horizontal Tabs 

Check These 
Features & Prices 

120 CPS 10" Printer 




List 
$429.00 

SAL 



!159 



| SUPER GRAPHICS 



160 CPS + Letter Quality 
Mode 10" Printer 



emphasized 



List 
$499.00 



This is a sample of our 
near-letter-quality print, 

There is standard data <I /\1 
processing quality print 

SPECIFICATIONS 



italic print 



fl99 



(IBM — Commodore ) 
Size/Weight 

Height 5.04" Width 16.7" 

Depth 13.4" Weight 18.7 lbs. 

Internal Char. Coding 

ASCII Plus ISO 

Print Buffer Size 

120 CPS: 132 Bytes (1 line) 

120/160 CPS Plus LQM: 2K 

No. of Char. In Char. Set 

96 ASCII Plus International 

Graphics Capability 

Standard 60, 72, 120 DPI 

Horizontal 72 DPI Vertical 

Pitch 

10, 12, 16.7, 5, 6, 8.3, Proportional Spacing 

Printing Method 

Impact Dot Matrix 



Char. Matrix Size 

9H x 9V (Standard) to 10H x 9V 

(Emphasized S Elongate) 

Printing Featurei 

Bi-directional, Short line seeking, Vertical 

Tabs, Horizontal Tabs 

Forms Type 

Fanfold, Cut Sheet, Roll (optional) 

Max Paper Width 

11" 

Feeding Method 

Friction Feed Std.; Tractor Feed Std. 

Ribbon 

Cassette — Fabric inked ribbon 

Ribbon Life 

4 million characters 



Interfaces 



(Apple — Atari — Etc. ) 

Interfaces 

Parallel 8 bit Centronics compatible 

120/160 CPS Plus NLQ: RS232 Serial inc. 

Character Mode 

10x8 Emphasized: 9x8Standard; 10x8 

Elongated: 9x8 Super/Sub Script (1 pass) 

Character Set 

96 ASCII 

11x7 International Char. 

Line Spacing 

6/8/12/72/144 LPI 

Character Spacing 

10 cpi normal: 5cpi elongated normal: 12 cpi 

compressed: 6 cpi elongated compressed; 

16.7 cpi condensed; 8.3 cpi elongated 

condensed; 5.12.5 cpi elongated proportional 

Cartridge Ribbon — List $19.95. Sale $12.95. 



IBM $89.00 



Apple $59.00 



Atari $59.00 



Commodore $39.95 



Add $14.50 for shipping, handling and insurance. Illinois residents 
please add 6%% tax. Add $29.00 for CANADA, PUERTO RICO, HAWAII, 
ALASKA. APO-FPO orders. Canadian orders must be in U.S. dollars. WE 
DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT CANADA. Enclose 
Cashiers Check. Money Order or Personal Check. Allow 14 days 
delivery. 2 to 7 days for phone orders. 1 day express mail! Prices & 
Availability subject to change without notice. 
VISA — MASTERCARD — C.O.D. No C.O.D. to Canada or APO-FPO 



COMPUTER DIRECT 

We Love Our Customers 

22292 N. Pepper Rd., Barrington, III. 60010 

312/382-5050 to order 



CIRCLE #117 ON READER SERVICE CARD 



620 ? 86[" CHARISMA ";AT(6,NJ:? 
06:? 86:? 86;" are these scores":? 86 
;" acceptable ty/nJ" .„ , 
638 POKE 752,1:0PEN 81, 4,8, "K :" : GET 81 
,CMD:CLOSE 81:IF CMD=78 THEM AB=AB+1:? 

VOU HAVE ";3-AB;" CHANCES LEFT" 
648 IF CMD=78 THEM FOR E=l TO 108: NEXT 

E:G8T0 680 
658 IF CMD>128 THEN GOSUB 420:G0T0 630 
668 IF CMD=89 THEM 698 
676 GOTO 638 
686 IF AB<3 THEN 548 
696 GOSUB 1888 

780 GRAPHICS 1:G0SUB 3688:P0KE 752, 1:P 
OKE 712,128:P0KE 711,134:P0KE 708,40:P 
OKE 789.0 

718 POSITION 2,3:? 86;HU$:P0SITI0N 2,4 
:? 86;ELFS:P0SITI0N 2,5:? 86:DH$ 
720 POSITION 2,6:? 86; GN0S:P05ITI0N 2, 
7!? 86;HAS:P0SITI0N 2,8:' 86;HES 
738 POSITION 2,9:? 8 6;H0$ 

748 ? 86:? 86:? a6;"Hjr~ 

H":? 86;"iHrj|HILIGHTED 
758 ? 86:? 86:? 86;" 



VOU MAY CHOOSE ONL 
RACES 
ress one letter 



768 ? :? :? "PRESS <ESC> FOR RACIAL DE 

SCRIPTIOMS" 

770 OPEN 81,4,0,"K:":GET 81,CMD:CL0SE 

8l!lF CMD=27 THEM GOSUB 1418:G0T0 700 

788 IF CMD<65 OR CHD>71 THEN 770 

790 ? :? :? :? :IF F(CMD-58J=1 THEN P6 

KE 789,12:? "QVOU MAY CHOOSE ONLY THE 

HILIGHTED" 

808 IF F(CMD-58J=1 THEN ? "RACES!" : FOR 
E=l TO 500: NEXT E:? 86 ;"«":? "H":POKE 
709,0:G0T0 700 

810 ON CMD-64 GOSUB 830,840,878,920,95 

8,998,1028 

815 F6R E=l TO 6:IF ATCE,N)>18 THEN AT 

CE,N}=18:NEXT E 

828 0=CMD:YY=CMD-64:G05UB 1640:G0SUB 2 

300:G0SUB 1816:G0T0 2550 

830 RAS="HUHAM" : RETURN 

848 RAS="ELF" : AT C4 , N) =AT (4 , N J +1 ! AT (5 , N 

> =AT C5 , MJ -1 : PPM=5 : 8LM=-5 : MSM=5 : HSM=18 : 

HMH=5 

850 IF GS="FEMALE" THEM IF AT(1,N)>16 

THEM ATC1,N)=16 

860 RETURN 
_ 878 RAS="DWARF":AT(5,N)=ATC5,NJ+l:ATt6 
P , NJ = AT C6 , H) -1 : BLM=16 : FTM=15 : CWM=-10 : RL 

h 880 IF GS="FEMALE" THEM IF ATC1,NJ>17 
cS THEN ATC1,NJ=17 

898 IF AT(4,N)>17 THEN AT(4,NJrl7 

908 IF AT(6,N)>16 THEN AT(6,N)=16 

918 RETURN 

928 RA$="GN0ME" : 0LM=10 : FTM=15 : CHM=~10 : 

RLM=-5 

930 IF GS="FEMALE" THEM IF ATtl,N»>15 
S- THEN ATU,NJ=15 

940 RETURN 

950 RAS="HALFLING"!ATtl,NJzATIl,M)-l:A 

T ( 4 , M =AT (4 , N> +1 : PPM=5 : 0LM=5 : FTM=5 ! MSM 
6 =10:HSM=15:HMM=5:CMM=-5:RLM=-5 
M 960 IF G$="MALE" THEN IF AT(1,N3>17 TH 
a EH AT(1,M>=17 

p 978 IF G$="FEMALE" THEN IF ATC1,N)>14 
«S THEN ATC1,NJ=14 



n 
o 
a 

5' 
c 

re 







986 RETURN 

998 RAS="HALF-ELF":PPM=10:HSM=5 

1000 IF G$="FEMALE" THEN IF ATC1,NJ>17 

THEM AT(1.HJ=17 
1010 RETURN 

1020 RAS="HALF-0RC":ATC1,NJ=ATC1,NJ+1: 
AT (5 , N) =AT C5 , NJ +1 : AT C6 , NJ = AT 16 , N) -2 : PP 
M=-5 : 0LM=5 : FTM=5 : HNM-5 : CWM=5 : RLM=-10 
1836 IF AT(2,N)>17 THEN ATC1,NJ=17 
1848 IF AT(3,N)>14 THEM AT(3,N)=14 
1858 IF AT(4,N)>14 THEN AT(4,N)=14 
1868 IF AT(6,N)>12 THEN AT(6,H)=12 
1870 RETURN 

1888 FOR E=8 TO 13:F(E) =8 : NEXT E 
1890 IF F(lX8 OR F(5Xl2 THEN F(9)=i: 
CMDS=DMS:G0SUB 1160:DH$=CMDS 
1100 IF F(2X8 8R FC4J<7 OR F (5X6 OR 
FC6X8 THEM F (81 =1 :CMD$=ELFS : GOSUB 116 
0:ELFS=CMDS 

1110 IF F(lX6 OR F(2X7 OR F (5X8 THE 
N F CIO) =1:CMD$=GN0S: GOSUB 1160:GN0S=CH 
DS 

1120 IF FC2X4 OR F C4J <6 THEN F (121=1: 
CMD$=HE$:GOSUB 116fl:HE$=CMDS 
1130 IF F(lX6 OR F(2X6 OR F (4X8 OR 
F(5X18 THEN F (11) =1 :CMDS:=HA$ : GOSUB 11 
60:HA5=CMDS 

1140 IF F(lX6 OR F(5X13 THEN F(13)=l 
:CMDS=HOS: GOSUB 1160: HO$=CMDS 
1150 RETURN 

1168 FOR E=l TO LEN (CMDS) :CMD$ (E,E) =CH 
R$ (ASC(CMDS(E,E))+128) :NEXT E:RETURN 
1170 CLOSE 81-.0PEN 81,8, 8,"P :":? 81;CH 
RS(KOMPOFF) 

1180 ? 81;CHR$(HID);CHRS(27) ;CHRS(EMPH 
);I$;,;CLS;CHRS(HID0FF);CHR$(27);CHRS( 
EMPHOFF) ; , ;RA$; , ;GS 
1190 ? 81;CHRS(LIN) 

1280 ? 81;"STRENGTH "; AT (1,N) ;" 

/";E5;,"LEUEL";,,LU;,;"R/A BONUS 
" ' RA 

1210 ? 81;"INTELLIGEMCE ";AT(2,H);, 

,"HIT POINTS", HP;, ;"A/C ADJUSTMENT ";A 
C 

1220 ? 81;"WISD0M 
.,,,;"N0. ATTACKS ";AT 

1230 ? 81;"DEXTERITY 
,,,,;"SAVE BONUS ";MA 

1240 ? 81;"C0M5TITUTI0N 
,"HIT MODIFIER", HM; , ; "OPEN DOORS 
JOD 

1250 ? 81;"CHARISMA 
, "DAMAGE MODIFIER", DM;, ;"BEHD BARS 

";BB;"Z M 
1260 ? 81;CHR$(LIN) 
1270 ? 81;"HEIGHT 



";AT(3,N);, 
";AT(4,N);, 
■*;AT(5,M);, 

~>00RS 
■;AT(6,N);, 



■;ft; 



II I II I II II I 



!l 



N;CHRS(34) ;,,;"GOLD PIECES"; ,;GP 
1280 ? 81;"HEIGHT ";HT 

1290 IF CLS="THIEF" OR CLS="ASSASSIM" 
OR CLS="ACROBAT/THIEF" OR CLS="MONK" T 
HEN GOSUB 2200 

1300 ? "15":? :? :? "DO YOU MANT RACIAL 
INFORMATION":? "PRINTED ON YOUR SHEET 

■711 

1310 OPEN 82,4,0,"K:":GET 82,CMD:CL0SE 

82:IF CMD<>89 THEM 1370 
1320 ? 81;CHRS(LIN) :? 81;CHRS(HID) :? 8 
l;"RACIAL IHFORMATIOM":? 81 ; CHRS (KOMP) 
1330 RESTORE 22800+ ( CYY>*100) 



1340 READ PNTS,E,CMD:IF PNTS="*" THEN 

1370 

1345 IF E>0 THEN TEMPS (E, E+LEN(PNT$) )= 

PNTS 

1355 IF CMD=0 THEN ? 81; TEMPS : TEMPS=" 

": TEMPS (80) =TEMPS: TEMPS (2) =TEMPS 

1360 GOTO 1340 

1370 REM 

1380 REM 

1390 poke 709,10:? "«":? :? "saving da 
ta; please wait. . ,":gosub 3350 
1392 if cls="magic-user" them ? "i5":? 
:? "noh loading spell program. .." :run 

"D: MAGIC" 

1394 IF CLS="ILLUSIONIST" THEN ? "*":? 

:? "NOH LOADING SPELL PROGRAM. .." :RUN 

"D: ILLUSION" 
1396 IF CL$="DRUID" THEN ? "H":? :? "N 
OM LOADING SPELL PROGRAM. . .":RUN "D:DR 
UID" 

1398 IF CLS="CLERIC" THEN ? "H"l? :? " 
NOH LOADING SPELL PROGRAM. .." :RUN "D:C 
LERIC" 
1400 ? "I?":? :? "HOH LOADING EOUIPMEHT 

PROGRAM. . .":RUN "D:EOUIPMNT" 
1410 GRAPHICS 0:POKE 710,50:P0KE 752,1 
:POSITION 2,5:? "HUMAN A":? "EL 
F B"!? "DHARF C" 

1420 GOSUB 3600:? "GNOME D":? ,: 
HALFLIMG E":? "HALF-ELF F":? " 
HALF-ORC G" 

1430 ? :? !? "HHICH RACE DO YOU MANT?" 
1440 OPEM 82,4,0,"K:":GET 82,CMD:CL05E 

82:? "H":IF CMD<65 OR CMD>71 THEM 141 


1450 RESTORE 22000+ ( (CMD-64)»100> 
1460 READ PMTS,E,CMD:IF PNTS="*" THEN 
1490 

1465 IF PNT$=">" THEN PNTS=" " 
1470 ? PNTSlIF PEEK(84)>=28 THEN ? I? 
"PRESS ANY KEY F6R MORE":OPEN 81,4,0," 
K:":GET 81,CMD!CL0SE 81:? "H" 
I486 GOTO 1460 
1490 OPEN 82,4,0,"K:":GET 82,CMD:CL05E 

82: RETURN 
1500 FTR$="FIGHTER (A) ":RMGS="RAH 
GER (C)":PALS="PALADIN (E)" 
1510 CLES="CLERIC (F) ":DRUS="DRU 
ID (GJ":M0S="M0NK (M)" 

1520 THFS="THIEF (J)":ASS="AS5A 

SSIN (LJ":MUS="MAGIC-USER (HJ":I 
LLS="ILLUSIOHIST (I)' 
1530 CAUS="CAUALIER 
RBARIAM (B)" 
1540 ACBTS="ACROBAT 
1550 RETURN 

1560 GP=0:FOR E=l TO X 
1570 A=INT(Y*RND(0J+1) :GP=GP+A 
1580 NEXT E:GP=GP*10 
1590 RETURN 

1600 A=INT(10*RND(0J+2J :RETURN 
1618 A=INT(8»RND(0)+1) : RETURN 
1620 A^INT (6*RND (0) +1) : RETURN 
1630 ArINT(4KRND(0)+l) .-RETURN 
1640 A=0:IF G$="FEMALE" THEN A=l 
1650 ON 0-64 GOTO 1660,1688,1788,1728, 
1740,1760,1786 

1668 H=INT (24*RHD (0) -12J +72 : HT=INT (2 . 4 
*H)+INTC30*RND(0)-10) :IF A=l THEM H=H- 



(D)":BARBS="BA 
(K)" 





I 

n 

a? 
H 

S3 
Q 

o 

& 
ft 

a 
& 

o 

8 
1 

3 
s 
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MjMl 



oPEMrofrs 

MAGAZ/JVE 



APRIL 1986 



PREMIER ISSUE 







I .-. :■ 

» I* 



A 




!jMr. Seta 

GfcMSYSf 

ST-Check 



.» 






| »» ♦• I 






*** I 




REFERENCE UBRARY 




Essential guide to learning 
the inside information on the 
ATARI ST. Written for the 
user who wants thorough 
and complete descriptions of 
the inner workings of the ST. 
Detailed descriptions of the 
sound and graphics chips, 
the internal hardware, the 
Centronics and RS-232 
ports, GEM, important system 
addresses and plenty more. 
Also included is a complete 
documented BIOS assembly 
sting. This indispensible 
reference is a required 
addition to your ATARI ST 
library. 450 pages. $19.95 




mwk 



A complete guide to 

programming the ST< 

using the Graphics 

Environment 

Manager 



For the serious programmer 
in need of detailed inform- 
ation on the GEM operating 
system. Written especially for 
the Atari ST with an easy-to- 
understand format that even 
beginners will be able to 
follow. All GEM routines and 
examples are written in C 
and 68000 assembly 
language. Covers working 
with the mouse, icons, Virtual 
Device Interface (VDI), 
Application Environment 
Services (AES) and the 
Graphics Device Operating 
System. Required reading for 
the serious programmer 
intrested in understanding 
the ST. 450 pages. $19.95 



i=SGp 



[fEEKS&POKES 



p "ESENriH G 



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MACHINE LANGUAGE 

Program in the fastest 
language for your Atari 
ST. Learn the 68000 
assembly language, its 
numbering system, use 
of registers, the structure 
& important details of the 
instruction set, and use of 
the internal system 
routines. 280pp $19.95 



TRICKS & TIPS 

Treasure trove of fascin- 
ating tips and tricks 
allows you to make full 
use of your ATARI ST. 
Fantastic graphics, refin- 
ing programs in BASIC, 
assembler, and C. 
Includes program listings 
for RAM disk, printer 
spooler and more. $1 9.95 



GRAPHICS & SOUND 

A comprehensive hand- 
book snowing you how to 
create fascinating graph- 
ics and suprising music 
and sound from the 
ATARI ST. See and hear 
what sights and sounds 
that you're capable of 
producing from your 
ATARI ST. $19.95 



LOGO 

Take control of your 
ATARI ST by learning 
LOGO-the easy-to-use, 
yet powerful language. 
Topics covered include 
structured programming, 
graphic movement, file 
handling and more. An 
excellent book for kids as 
well as adults. $19.95 



PEEKS & POKES 

Enhance your programs 
with the examples found 
within this book. Explores 
using the different lang- 
uages BASIC, C, LOGO 
and machine language, 
using various interfaces, 
memory usage, reading 
and saving from and to 
disk, more. $19.95 



PRESENTING THE ST 

Gives you an in-depth 
look at this sensational 
new computer. Discusses 
the architecture of the 
ST, working with GEM, 
the mouse, operating 
system, all the various 
interfaces, the 68000 
chip and its instructions, 
LOGO. $16.95 



Abacus mm Software 

P.O. Box 7219 Grand Rapids, Ml 49510 ■ Telex 709-101 ■ Phone (616) 241-5510 

Optional diskettes are available for all book titles at $14.95 

Call now for the name of your nearest dealer. Or order directly from ABACUS with your MasterCard, VISA, or 
Amex card. Add $4.00 per order for postage and handling. Foreign add $10.00 per book. Other software and 
books coming soon. Call or write for free catalog. Dealer inquiries welcome-over 1200 dealers nationwide. 

CIRCLE #118 ON READER SERVICE CARD 




I ■ 

Mm ^ ^*^k ^^ oPEftjro/rs 

MM ^^^^ MM MAGAZ/A/E 

FEJWffES 

ST-Check Clayton Walnum 53ST 

The first BASIC checksum program for the 520ST. 

Mr. Scratch Clayton Walnum 57ST 

Don your asbestos suit; you'll need it as you attempt to defeat the head sulphur slinger. 

GEMSYS() James Luczak 71ST 

A tutorial to teach you how to access GEM's AES library through ST BASIC. 

ff£WWS 

Brataccas (Psygnosis Limited) Clayton Walnum 76ST 

Playing this graphic adventure is like stepping right into a comic book. 

Mi-Term (MicnTron) Arthur Leyenberger 80ST 

We review the full-featured telecommunications program from MicnTron. 

COIM/VS 

ST News 56ST 

What's new for 520ST users. 

C-Manship, Part 3 Clayton Walnum 65ST 

This month, Clayton takes an in-depth look at functions and loop structures. 

Index to Advertisers . . . . ; 82ST 



Graphic Afts 

The Next Step in the Evolution of Software 



<S 



** ,j? 



Imagine combining the functions of 
Computer Aided Design (CAD), Bus- 
iness Graphics, free-hand drauuing, 
and typesetting programs into oo* 
package. Include functions of"^a 
simple spreadsheet for data ma 
ipulation. Add abilities of a simple 
word processor for text annotation 
in various fonts, sizes, and rota- 
tions. Mix all these features into a 
single package instead of "inte- 
grating" separate packages. The 
result is a new breed of softwa4£j\. 
Graphic Arts. The only graphic arts Ss >> v <!■' 
program available: The Graphic 
Artist. 

The Graphic Artist is menu, macro, 
command, and language driven. 
Vou read correctly. Menus for begin- 
ners, commands and macros for 
experts. And an optional language 
interpreter for creating custom 
applications. 

Support for dot matrix printers, 
color plotters, and laser printers is 
standard, of course. 

Impressed? Wait until you see a 
demo at a dealer near you! 




The Graphic Artist 



Graphic Arts has finally arrived. 






PROGRESSIVE 

COMPUTER 

APPLICATIONS 



2002 McFluliffe Drive 
Rockville, Maryland 20851 

(301)340-8398 



-^Language $245 additional 

The Graphic Artist is a trademark of Progressive Computer 
Applications, Inc. 520ST is a trademark of Atari Corp. 



Medium or high 
Resolution 



UTILITY 



w 



ST-Check 



A checksum program 
for the 520ST 



by Clayton Walnum 



This issue marks the first appearance, within ANA- 
LOG Computing's pages, of a BASIC program for the 
520ST. Those of you who spend a good deal of your 
free time typing in the listings from the magazine 
have surely grown accustomed to seeing (and, we 
hope, using) the checksum data that follows each BA- 
SIC listing. One of the first projects I undertook when 
ST BASIC made its appearance was to make sure that 
this tradition continued. The result is ST-CHECK — a 
typing validator for the 520ST computer. 

What good is it? 

Typing in a program listing can be a frustrating 
and time-consuming task. Just one mistyped charac- 
ter will frequently render a program completely un- 
usable. To insure that your program will run correctly, 
the entire listing must be checked character by char- 
acter against the original. This can take many hours. 
To make matters worse, you can't trust your own eyes. 
Do you know how easy it is to overlook an O where 
a is supposed to be? 

Typing checkers like Unicheck (latest publication 
in issue 39) and ST-Check take over the arduous task 
of proofreading your program files. Using these pro- 
grams can cut down your debugging time by a huge 
factor. When the checker's output matches that pub- 
lished with the listing, you can be sure your typing 
is accurate. 



Getting started. 

Load your copy of ST BASIC, then type in the list- 
ing that accompanies this article. When you've fin- 
ished, save a copy to your disk. 

Now, the bad news. There's no foolproof way ST- 
Check can find typos within itself. An error in the 
program will make all data suspect. So why have I 
included the checksum data with the program list- 
ing? Because, though you can't get much help find- 
ing your errors, you can be sure when none exist. 

Introspection. 

When you run ST-Check against itself, you will 
get one of several results. The program may just give 
up and crash. In that case, go through the listing 
character by character until you find your mistake. 

A second possibility is that the program will run 
okay, but will create all bad data. This may indicate 
an error somewhere between Lines 80 and 420. Find 
the typo and correct it. A last possibility is that the 
checksum data will have only a few bad values. In 
this case, use the normal method detailed below to 
locate your errors. 

Warning: until you get your checksum data for ST- 
Check to match the data following the listing, you 
can't trust it to proofread other programs. 

Using ST-Check. 

When you finish typing an ST BASIC program list- 
ing from the magazine, save a copy to your disk, then 
run ST-Check. 



ST-LOG 



APRIL 1986 /PAGE 53ST 



// 



ST-Check 



continued 



The program will first ask for a filename. Type in 
the name for the program you wish checked (the one 
you just saved to the disk), then press RETURN. 
You'll be asked for a "bug" name. Enter a name for 
the checksum file (this can be any name not already 
on the disk), followed by RETURN. Hint: if you in- 
clude a .BAS extension on your bug filename, you'll 
be able to view the generated data without leaving 
BASIC. 

ST-Check will now proofread the program. When 
the checking process is complete, you'll have a file 
on your disk (saved under your bug name) which con- 
tains the checksum data for the program checked. 

If you added the .BAS extension, you may now 
load this file and view it. If you didn't use the .BAS 
extension, you must return to the desktop, double- 
click the bug file, then click the "show" command. 

Check the last value of each line. If it matches the 
value in the published checksum data, then go on 
to the next. If it doesn't match, you've got a typo. 




MegaSoft LTD is the largest publisher of 
Commodore utilities in the U.S. and is cur- 
rently expanding its lineup. We are looking 
for different and unusual utilities for the 
Atari system to be marketed on a national 
bases. Types of programs wanted would 
include copy utilities, printer goodies, bul- 
letin boards, terminal packages, machine 
language helpers, and other unusual utilities. 
At this time ST software is preferred, however 
all submissions will receive an accurate eval- 
uation. MegaSoft is interested in either an 
outright purchase or a royalty type based 
sale. 

Thank you 

Robert G. Scheffler 
Software Development 



MegaSoft 

(206) 687-7176 
P.O. Box 1080 Battle Ground, WA 98604 



CIRCLE #120 ON READER SERVICE CARD 



To find the error, look at the line number of the 
data statement in which the bad value occurred. This 
number is equivalent to the first program line the data 
evaluates. Let's call this "Line X." Count the entries 
in the data line until you get to the bad value. We'll 
callthis count "Y." Now look at the program you 
typed in. Starting with, and including, Line X, count 
down Y lines. The line you end up on will be the 
one containing the typo. 

Correct the error, then rerun ST-Check. When you 
get all the checksum data to match that in the maga- 
zine, your new program is ready to run. 
Passing the buck. 

Okay, friends. Here's where the truth comes to the 
fore. I can take only minimal credit for ST-Check, as 
it's virtually a direct translation from D:CHECK2 (is- 
sue 16) by Istvan Mohos and Tom Hudson. All ac- 
colades and tribute should be directed to those two 
fine gentlemen. I'm sure they'll divvy it up fairly, and 
perhaps pass a small share on to me. Thanks, guys! 

You may now type in this month's ST BASIC pro- 
gram, secure in the knowledge that the searching eye 
of ST-Check is primed and ready. H 

Listing 1. 
BASIC listing. 

10 "ST CHECK typing validator by CI 

ayton Hal rum 

28 "based on a prograw by istvan No 

hos and Tom Hudson 

38 if peek(systab)=l then cl=I7 els 

e cl=32 

48 fullw 2:clearw 2:gotoxy cl,8:? " 

ST CHECK" :ex=e:sp=8:x=8 

58 input "Enter filename: ",f$:inpu 

t "Enter BUG nane: ",fl$ 

68 on error goto 598: open "0" ,ttl,fl 

$:open "I", 82, fS: close tt2 

78 open "T.",tt2,f$:on x goto 148,228 

88 color 2:?:? "Counting lines":lin 

ecount=6:color I 

98 on error goto 578 

188 line inputtt2, i$: linecount=lineto 

unt+1 

110 ? ".";:goto 188 

128 close 82:q=int (1 inecount/18) sdiH 

c CI inecount) ,r(q) 
130 x=l:goto 78 

140 range=0: lyne=8:color 2:?:?:? "Fi 
lling array" :color 1 
158 ? "."; :count=8 
168 line inputtt2,i$:count=count+l 
178 lyne=val Ci$J :rCrange)=lyne: range 
=range*l 

188 on error goto 586 
196 line inputtt2, i$:count=count+l: if 

count=16 then 158 
286 goto 196 
216 close tt2:x=2:goto 76 
226 color 2:?:?:? "Calculating check 
suns": color l 

246 for i=l to linecount:checksuH=8: 
line input tt2, i$ 

258 for z=l to len(i$) :nui«ber=ascCMi 
d$Ci$,z,D) 



PAGE 54ST / APRIL 1986 



ST-LOG 



266 if niiMber=asc (" ") and ex=8 and 

sp=l then goto 328 

276 if number OascC" "J then sp=8 el 

se sp=l 

286 if number <>34 then 366 

2-96 if ex=l then ex=6 else ex=l 

388 if ex=6 and number>=asc C"a"J and 

number <=asc<"z") then number=number-3 
2 

318 product=x*number:checksum=checks 
um+product:x=x+l:if x=4 then x-1 
328 next z:? "."; 

338 checksum=checksum-l686*int (check 
sum/18683 :c(i)=checksum:x=2:next i 
348 close 82: lvne=r(83 : item=8 
358 color 2:?:?:? "Creating BUG file 
*':color 1 
368 count=16:total=8: if linecount<18 

then count=linecount 

iS=strS eigne) :i$=i$+" data " 
for i=l to count : datum=c (18*item 



376 
388 
+ i) 
398 



i$=i$+str$CdatumJ : i$=i$+",":tota 

l=total+datum:next i 

486 i$=i$+str$CtotalJ :print »i,i$:? 
it ii ■ 

416 item=itemHHi:iinecount=linecount- 

16: if linecount<l then 438 

426 lgne=r(item) :goto 366 

436 close til: clear w 2:?:gotoxg 8,1 

446 ? "To check BUG data against the 

checksum data found in the magazine," 
458 ? "return to the GEM desktop and 

double click your BUG file. You mag" 

468 ? "then 5H8M the data on your sc 

reen or PRINT the data to your printer 

■ " : "* 

478 ? "The line number of each data 

statement coincides with the first lin 

e" 

488 ? "of the user program the data 

statement evaluates. Numbers within" 

438 ? "each data statement represent 

consecutive lines of the user program 
■I 

586 ? "The last number is the total. 
":? 

516 ? "Check the last number of each 
statement against the version in the" 
528 ? "magazine. Only when there's 
a discrepancy need you check each numb 
er" 
538 ? "in the data statement.":? 



548 ? "Take note of the lines contai 

ning typos, then make corrections. Wh 

en" 

558 ? "all corrections have been mad 

e, rerun this program to double check. 

II 

568 ? "Press <RETURN>": input i$:clos 

e Hi: close tt2:end 

578 if err=62 then resume 128 

588 if err=62 then resume 216 

598 if err=53 then ? chr$<7) ;"FILE N 

6T F8UND!": close: resume 58 

686 ? "ERROR »";err;" at LINE ";erl: 

end 



ST CHECKSUM DATA. 



18 data 447, 129, 283, 518, 661. 168 
, 942, 482, 648, 556, 4738 

118 data 25, 985, 797, 52, 79, 349, 
852, 644, 9, 482, 4114 

218 data 883, 479, 621, 744, 498, 25 
5, 165, 826, 416, 337, 5218 

328 data 1, 166, 578, 136, 861, 898, 

937, 271, 769, 363, 4928 

428 data 99, 155, 889, 243, 764, 168 
, 192, 986, 156, 757, 4329 

526 data 251, 146, 569, 146, 916, 53 
9, 541, 733, 845, 4626 



<5 

D 


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The Exciting Atari ST 
Computers Are Here... 

New software and enhancements are arriving 

daily for this wonderful computer. We will 
evaluate and carry only the best products, so 
you can depend on us to support everything 

we sell! 

Call or circle our Reader Service Number on 

the Response Card to put your name on our 

mailing list. That will entitle you to our FREE 

CATALOGS with product reviews, lips and 

rumors on the ST. 

VISA and MaitctCard gladly accepted 

Toll Free 800-782-7007 (Oregon 479-9516) 




837 NE 6th St.-Grantu Pass, OR 97526 



CIRCLE #121 ON READER SERVICE CARD 



CIRCLE #122 ON READER SERVICE CARD 



ST-LOG 



APRIL 1986 /PAGE 55ST 



ST NEWS! 



INSIDE GUIDES FOR THE ST USER 

Abacus Software is offering three new books in their ST line. Aran' ST Internals covers the 
68000 processor, the MIDI-interface, GEMDOS, error codes, custom chips, disk controller and 

much more. 

The complete guide to programming 
the ST using GEM is explained in Atari 
ST — GEM Programmer's Reference. 
This 414-page book looks at GEM, in- 
cluding VDI, AES, GDOS and GIOS. 
Also examined is the development sys- 
tem, programming the Virtual Device 
Interface, using the editor, C-compiler, 
assembler and linker. 

Atari ST — Machine Language looks 
at logical operations and bit manipula- 
tion, program development, the operat- 
ing system and programs and the 68000 
register structure. 

The books retail for $19.95 each. A 
disk is available for each guide, giving 
the programs within, at $16.95 per book. 
Abacus has also just announced an interactive, computer-aided program designed to auto- 
mate printed circuit board layouts. The user "places" the components on the screen, then speci- 
fies the connection. The ST then proceeds to automatically route the traces on-screen. At any 
time you can change components or locations and have the traces redrawn. Abacus says PC 
Board Designer is friendly to use and features drop-down menus. Screen dumps are produced 
on Epson and compatible printers. Suggested retail cost of PC Board Designer is $395.00. Abacus 
Software, P.O. Box 7211, Grand Rapids, MI 49510 — (616) 241-5510. 

CIRCLE #116 ON READER SERVICE CARD 




SUPER 3D PLOTTER II 

This program lets you display full-screen, 
high-resolution, 3-D images and gives you the 
ability to rotate and move the images at up 
to six times per second. 

Features include hidden line removal and 
interactive graphic editing. The 56-page man- 
ual covers major functions: hardcopy print- 
out, rotation control, data editor, etc. Also 
offered are routines to convert Solid States 
(from our issue 16) for Super 3D Plotter. 

Retails for $39.95, from Elfin Magic, 23 
Brook Place, East Islip, NY 11730. 

CIRCLE #168 ON READER SERVICE CARD 



REGENT SPELL 

Regent Software's new Regent Spell is a 
30,000-word spelling checker for the 520ST, 
compatible with Regent Word and most ST 
word processors. Misspelled words are high- 
lighted, with ten suggested spellings shown. 
Choose a spelling or type in the correct one. 
The dictionary expands to 60,000 words. 

It's $49.95. Regent Software, 7131 Owens- 
mouth, Ste. 45A, Canoga Park, CA 91303 — 
(818) 883-0951. circle #125 on reader service 



A MULTI-TASKING ENVIRONMENT 

Beckemeyer Development Tools has an- 
nounced their MT C-Shell, described as a ful- 
ly multi-tasking, Unix-like environment for 
the ST line. 

It should be noted by readers that this is 
not a replacement operating system for the ST, 
but an extension to GEMDOS. It allows for 
multiple ST applications to be used at the 
same time. 

For instance, while the ST is compiling a 
program, it can also print out hardcopy — as 
you're editing, telecommunicating or what- 
ever. While all of this is occurring, the ST is 
said to slow down minutely. 

Beckemeyer also offers a Unix-compatible 
C library and several utilities. The MT C-Shell 
is expected to retail for $79.95 or slightly 
higher. From David Beckemeyer Development 
Tools, 592 Jean Street #304, Oakland, CA 
94610 — (415) 658-5318. 

CIRCLE #128 ON READER SERVICE CARD 



C TOOLBOXES 

InSoft offers several ST toolboxes with full 
documentation. The Math Tool Box includes 
programs covering vector arithmetic, statisti- 
cal functions, curve fitting, matrix arithmetic 
and more. The Searching and Sorting Tool 
Box consists of several utilities, including a 
quicksort, file merge and string/array search. 
The Graphics Tool Box will handle curve 
drawing in 2-D, shapes in 3-D, object rota- 
tion and zooming. These toolboxes retail for 
$59.00 each. 

They'll be followed by the Graphic Work 
Station, for 2-D/3-D construction and display. 
InSoft also offers an ST disk magazine and 
newsletter. Contact: InSoft, Corp., 1834 Bea- 
con St., Suite 1, Brookline, MA 02146 — (617) 

739-9012. CIRCLE #171 ON READER SERVICE CARD 



SOLADISK 

This ramdisk sets up an area of RAM to be 
used as another "disk drive." This assembly 
program transfers data at the astounding rate 
of over 10 million bytes per second, with the 
least memory-consuming directory of any 
ramdisk for the ST. 

In stores $15.00; $11.00 from Solar Powered 
Software, 1807 N. Evergreen, Chandler, AZ 

85224. CIRCLE #169 ON READER SERVICE CARD 



BITMAP COLORING BOOK 

Created from design and style books is- 
sued early in the 20th century by leading 
typographers and engravers, Bitmap's im- 
ages are suited to use as a "coloring book," 
or for editing or other graphic changes. 

Bitmap will also be producing an archi- 
tectural drawing package, an "Electronic 
Woodcut" set and a special font package. 

Bitmap Coloring Book is $18.95. Bitmap 
will digitize images at $25.00 (see End User, 
issue 40). Bitmap, Inc., Box 237, Westwego, 
LA 70094. circle #170 on reader service card 




PAGE 56ST/ APRIL 1986 



ST-LOG 




by Clayton Walnum 

"You want to what?" 

"You heard me," replied Scratch, eyeing his assis- 
tant with annoyance. His tail twitched, and the barb 
struck the floor with a loud thwack. This schmuck 
was a perfect example of his current diiemma. He 
needed good people down here — not these muddle- 
brained losers, lacking in vision and ambition. 

'Advertise.'" Scratch continued. "That's how all the 
successful companies on the surface get their trade. 
Why should Hell be any different?" 

The assistant shook his head in disgust. A pillar 
of flame crackled into existence behind him, and he 



had to leap away to avoid getting scorched. Scratch 
grinned. 

"Think about it, sir!" pleaded the assistant. "Ev- 
ery time you come up with one of these ideas, it back- 
fires on you. How about that Daniels guy? Remember 
that stupid fiddle contest?" 

The assistant dodged another blast of fire. Scratch 
was losing patience. He'd warned this idiot once; he 
didn't want to hear any more. Sulphur and Brimstone! 
He still couldn't show his face in Georgia. 

But the assistant wasn't taking the hint. "And then 
there was that fiasco with the little girl. What was 
her name. . .Began?" The assistant chuckled. "Boy, 
that priest sure put a crimp in your pitchfork/ For 



APRIL 1986 / PAGE 57ST 



FOR THE 
ATARI ST 




* LogiKhron Clock Card * Are you tired of resetting the date and time when the Atari ST is 
turned on? Then LogiKhron is for you! It automatically enters the date and time into the 
Atari ST each time the computer boots. Through the use of an internal battery, LogiKhron 
maintains the precise time and date even when the computer is off. Installation is easy, just 
insert LogiKhron into the left cartridge slot and enjoy the benefits. — Only $49.95 




* Electro Solitaire & 21 * Transform your computer into the perfect card playing friend. Why 
hassle with searching for a deck of cards, shuffling, and dealing if your computer can do it 
for you? Electro Solitaire & 21 adds a new dimension to the ever popular games of Solitaire 
and Blackjack. Just think, point, and play; it's as easy as that? — Only $19.95. 



* The Study Guide * The Study Guide is a carefully designed educational tool. You enter 
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can store and retrieve important messages quickly and easily. For instance, it can remind 
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call (314) 894-8608. Dealer inquiries invited. 

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// 



Mr. Scratch continued 



Heaven's . . . uh . . . for Hades' sake, they didn't even 
pay you for the film rights." 

There was a bright flash, a choked-off scream, then 
silence. Scratch glared at the smudge of ash, the sole 
remains of his assistant. He stroked his beard and 
began to write. 

IMAGINE! Anything you desire. . . 

The game. 

Well, it looks like there's trouble brewing. Old 
Scratch has had a whole slew of advertisements print- 
ed. He's mailed them out to a select list of citizens, 
and he's snapping up souls so fast that the furnace 
stokers had to go on double shifts just to keep up. 

You, of course, are an aware and duty-conscious 
community member. You've decided free enterprise 
should not extend to the nether realms — especially 
since the infamous ad has popped up in your mail- 
box. What are you going to do about it? Is that a chal- 
lenge? You bet your sweet asbestos suit it is. 

The first challenge. 

Type in the program exactly as in Listing 1. 1 know 
some of the lines look a little weird. All text in the 



Megamax C 



for the 



Atari ST 



Featuring 

• One pass Compile • In-Line Assembly • Smart Linker 

• Full Access to GEM routines • Register Variable 
Support • Position Independent Code • and much more.. 

System Includes: 

• Full K&R C Compiler (with common extensions) 

• Linker • Librarian • Disassembler • C Specific Editor 

• Code Improver • Documentation • Graphical Shell 



Benchmark Compile Execute 
Time Time 

Sieve 70 2.78 5095 

"Hello, world" 63 N/A 4691 

*Times in seconds. Sieve with register variables. 



$±99.95 For more information, call or write: 

Megamax, Inc 

Box 851521 
Richardson, TX 75085 

(214) 987-4931 

VISA, MC, COD ACCEPTED 




CIRCLE #124 ON READER SERVICE CARD 



program has been encrypted, so that you won't learn 
the game's secrets as you type it in. Yeah, I sym- 
pathize. It doesn't make the typing any easier, but 
there really isn't a better way. Your perseverance will 
be rewarded. Trust me. 

Once you've got it all typed, save a copy to disk, 
then use ST-Check (see page 53ST) to be sure you've 
made no typos. This is especially important with an 
adventure game because errors won't necessarily af- 
fect the game in an obvious way. You could end up 
with a game that's impossible to win. So check that 
typing! 

When running the game, be sure you have no desk- 
top accessories loaded, and that the "buf graphics" 
are turned off. 

Playing Mr. Scratch. 

As in most text adventures, you communicate with 
Mr. Scratch by two-word commands. These should 
be in a normal verb/noun format (i.e., GET BOOK, 
GO DOOR). There are a few exceptions. All direc- 
tions should be abbreviated to a single letter (N, S, 
E, W, U, D). 

There are also a few special commands you should 
be aware of. These are: SAVE GAME, LOAD GAME, 
HELP and QUIT. Use the save command to store your 
progress on disk. The load command will restore the 
last position saved. Type HELP any time you wish 
to have one of the encrypted hints translated. Final- 
ly, to end the game, type the command QUIT. Be sure 
you save your progress before quitting. 

Mr. Scratch won't understand everything you type. 
To help you find the right commands, the program 
will give you short messages. The message Don't un- 
derstand that verb or Don't understand that noun in- 
dicates that the verb or noun you used isn't in the 
program's vocabulary. When you see You can't do 
that! it means that you haven't met the conditions 
required for the requested action, or that the com- 
mand is beyond the scope of the game. 

Novice's corner. 

If you've never played a text adventure before, you 
may find Mr. Scratch a bit confusing at first. You'll 
see the message You can't do that! at times when it 
seems completely illogical. For instance, why can't 
you OPEN BAG? It's right there in plain sight! 

It's important to realize that the game will respond 
only to those commands it's been programmed to ac- 
cept. There's no computer in the galaxy big enough 
to hold all the possible replies to all the possible com- 
mands (and you sure wouldn't want to type a pro- 
gram that big) . Sometimes, rewording your command 



ST-LOG 



APRIL 1986 / PAGE 59ST 



// 



Mr. Scratch continued 



will yield a result. How about GET BAG instead? 

Draw a map. That's the only way you can keep 
track of your location. The most common mapping 
technique for adventures is to represent each room 
(every location is a room, even if it's outside) by a 
small box. You then write the room's name, as well 
as any item found, inside the box. 

Each possible exit is indicated on your map by a 
small line leading toward the next room. When you 
enter a new room, be sure to take note of all exits. 
It's imperative that you try each one. Otherwise, 
you're likely to miss something important. 

To start your adventure, try each available exit and 
note any items found. When you can go no farther, 
stop and think about everything you've discovered. 
What should you do with the letter? Is the red pen 
significant in some way? How about the wallet? Is 
it important? When you solve a puzzle, repeat the 
process — moving from room to room, gather items 
and information until you get stuck again. Eventu- 
ally, you'll find your way to the game's solution. 

Before signing off, I'd like to thank our new ST 
man, Doug Weir, for the machine language subrou- 
tines that allow the mouse to be turned off and on. 
You BASIC programmers will find these routines use- 
ful in your own work, I'm sure. 

Mr. Scratch hints. 

To use the following hints, type the command 
HELP at any time during play. Find the question that 
relates to your problem, then type in the first encrypt- 
ed hint beneath it. Each line is a separate hint, and 
some questions have several hints. After you decode 
the first, try to solve the puzzle on your own. If you're 
still stuck, then decode the next hint. 

Above all, don't even glance at the hints until you 
really need help. The questions aren't encrypted, and 
could give away many of the game's surprises. H 

How do I open the jewelry box? 

UIFSF!JT!0P!LFZ 
ZPU!OFFE!B!UPPM 
PGFO!UIF!UPPM!CPY 
VTF ! UIF ! TD5FXES JWFS 
U0TD5FX ! UIF ! I JOHFT 

How can I ride the bus? 

F0UF5!JU 

ZPU!IBHF!UP!QBZ 

UBML ! UP ! UIF ! ES JHFS 

H JHF ! 5 JHIU ! OVHCFS ! PG ! UPLFOT 

How do I use the terminal? 

FYBHJOF!JU 

QUTI!UIF!CVUUPO 

ZPU!OFFE! UIF! CPPL 

F0UF5 ! UIF ! DPEF ! G5PH ! UIF ! CPPL 



How do I get into the house? 

HP1EPPS 

IPX ! E JE ! ZPV ! MJLF ! KB JMO 

USZ!LOPDLJOH 

How do I get the jar? 

UBML!UP!UIF!MBEZ 

MPPL! JO!UIF!CBH 

H JHF ! IF5 ! UIF ! DPPL JFT 

How do I get the bicycle? 

HBLF!UIF!EPH!IBGQZ 

H JHF ! I JH ! TPNFUI JOH ! UP ! FBU 

G JOE ! UIF ! IBHCUSHFS 

JO!UIF!HBSCBHF!DBO 

How do I go somewhere on the bike? 

SJEFIJU 

XIFO ! JO ! B ! DF5UB JO ! OMBDF 

PO ! EPXO JOHHJMMF ! TU5FFU 

What about the wino? 

IF »IBT! TPNFUI JOH 
HFU! UIF! CPUUMF 

How can I keep the bottle? 

HBLF ! UIF ! X JOP ! VOBXBSFT 
H JHF ! I JH ! B ! TMFFQ JOH ! JMM 
QVU ! JU ! JO ! UIF ! CPUUMF 
H JHF ! UIF ! CPUUMF ! CBDL 

What about the church? 

MPPL !BU! UIF !GPOU 
HFU!TPHF!XBUF5 
JO "UIF! CPUUMF 

What about the priest? 

UBML! UP! UN 

NBLF!B!EP06UJP0 

UBML!UP!IJN!BHBJO 

H JHF ! UN ! UIF ■ CPUUMF ! BOE ! XBUF5 

How can I find Scratch? 

5FBE!UIF!MFUUF5 

UTF ! UIF ! TUSFFUOBHF 

G JOE ! UIF ! DPEF ! JO ! UIF ! CPPL 

F0UF5 ! DPEF ! JOUP ! UIF ! UF5N JOBM 

How can I defeat Scratch? 

ZPU ! HUTU ! IBHF ! XBUFS 
JU ! IBT ! UP ! CF ! IPMZ ! XBUFS 
UIF ! 05 JFTU ! X JMM ! CMFTT ! JU 
IBHF ! UP ! HFU ! 5 JE ! PG ! UIF ! X JOF 



Listing 1. 
ST BASIC listing. 



iO STARTifUllW 2:clearw 2:nr=24:ni=31: 

nv=27:option base l:goto INITIALIZE 

30 CASE: "change from lower to upper ca 

se 

40 for x=l to len CcnS) :bS=»id5 (chS ,x ,i 

] 

50 if bS^'a" and bS<="z" then MidSfcM 

S , x , 13 =c hr$ Case CbSJ -32 J 

60 next: return 

70 TRANS: "print translated text 

80 gotoxy 5,7:color 2 

90 for x=I to lenfaSJiif nid$ta5,x„l)= 

"-" then HidSfaS,x,i3="! ,, :goto 100 



PAGE 60ST/ APRIL 1986 



ST-LOG 



95 MidS taS,x,13=chrSfasc lnid$ta$ , x P !3 J 

-1) 

108 next:? a$ :aS=""; return 

llu RENEW; "update screen 

120 color 1: gosub DESCRIPTION :gosub ME 

CT0R5: gosub ITEMS: gosub INVENTORY :retu 

rn 

130 DESCRIPTION: 'print roon nane 

140 gotoxy 9,2:? spaces (253 : gotoxy 9,2 

: aS=root*S (rooM-43 : gosub 90 : return 

150 VECTORS: 'display exits 

160 gotoxy 9,4:? spaceS(153 

170 for x=0 to 5: vector (x+13=vecs((roo 

M-43*6-5+x3 :next 

180 dr=0: gotoxy 9,4 

190 for x=l to 6: if vectortxJ>0 then ? 

HidS(singlesS,x,13 ;"' ";;dr=l 
200 next: if dr=o then ? "None"; 
210 return 

220 ITEMS: "display visible items 
230 color l:for x=ll to l5:gotoxy 4,x: 
? spaceS(143 :next 
240 it=0:y=ll: for z=l to ni 
250 if abs(iloc (z33=rooM then gotoxy 4 
, y : a5=iten5 (z3 : gosub 90 : it=l : y=y+l 
260 next: if it=0 then gotoxy 4,11:? "N 
othing" 
270 return 

288 INVENTORY: "display inventory items 
298 for x=ll to 15:gotoxy 19, x:? space 
S(143 :next 

388 i=0:y=ll:for z=l to 5 
310 if invfz)<>0 then gotoxy 19, y: 
tei«S(inv(z3 3 :gosub 90:i=l:y=y+l 
320 next:if i=0 then gotoxy 19,11:? 
othing" 
330 return 

348 PARSER: 'get connand 
350 if len(a$3>0 then gosub TRANS 
360 on error goto 2870 
370 if drgcnt>0 and toom<>24 then 
nt=drgcnt+l: if drgcnt>10 then iloc (133 
=0: iloc (283=-24:drgcnt=8 
380 color 1:? chrS(73 :gotoxy 2,8: input 

cmS: gosub CASE 
398 gotoxy 4,8:? spaceS(313 :gotoxy 5,6 
:? spaceS t30) :gotoxy 5.6:? cmS 
40O gotoxy 5,7:? spaces (303 :gotoxy 5,7 
:color 2 

405 if c«S="0UIT" 
:color l:end 
410 if chS="HELP" then aS="Uzqf ! jo!ui f 
! fodszqufe! i jou" : h=l : goto PARSER 
420 if h=i then h=o:aS=cHS:goto parser 
430 if len(cnS3=l then 500 
440 x=instrCc»5, 
H?":goto PARSER 
450 verbS=leftS(CM$,33 :nounS=MidS(cwS , 
x+1,33 
460 v=instr (vtabS, verbSS 



:aS=i 



drgc 



then gosub LIVEMOUSE 



'3 :if x<3 then ? "HU 



if v=79 then 



v=6 
465 
488 
478 



if v>8 then v=tr tint fv/3) +1) : goto 



•Don't understand that verb!":go 
to PARSER 

480 n=instr (ntabS,nounS) 
=inttn/3J+l:goto 500 
490 if roon<>14 or v<>8 then ? 



if n>0 then 



■Don't 



understand that noun!":goto PARSER 
50O turn=turn+l : i f int tturn/lOJ Oturn/ 
10 then 510 

505 ilOC (93=0*(ilOC(93 <8J+ll*CilOC (93 = 
83: if rooM=ll then gosub ITEMS 

506 if ilOC(93=-ll then bU5=bUS+i : i f b 
us>2 then bus=l 

510 if roo«=15 then scr=scr+l:if scr=3 
then aS="IF ! UISPKT « I JT ! JUDIGP5L=" : go 
to DEAD 



520 if roonOlS then scr=0 

530 color 2:gotoxy 5,7 

540 if bturn>0 then bturn=bturn+l: if b 

turn=5 then bturn=0:rooM=ll : iloc (93=0: 

gosub RENEW : aS="'Zpv ! h f u ! uptt f e ! pgg ! u i f 

?cvt":goto PARSER 

558 if lentCHS)=l then goto ONELETTER 

568 on V goto 656,808,970,1200,1250,14 

30,1466,1510,1610,1640,1720,1740,1788, 

1840,1888,1968,2058 

570 ONELETTER: "single letter commands 

588 v=instr tsinglesS,CMS3 :if v=8 then 

? "WHAT?":gotO PARSER 

590 if roon=24 and iloc(133=-24 and il 

OC(143=-l then aS="UIF!HJOP!BUUBDLT!ZP 

V=":goto DEAD 

610 if vector(v3=e then ? "You can't g 

that way!":goto PARSER 

620 ? "Okay" ; roon=vector (v3 ; gosub RENE 

M:goto PARSER 

650 color 2 

660 if rooM=25 and wt=0 and iloc (143=- 

1 and n=39 then wt=l:a$="Zpv ?g jMM'uif ! 
cpuunf";goto PARSER 

670 if n=8 and op3=l and (iloc(4J=0 or 

iloc(43=-13 then 728 
688 if n=7 and opl=l and iloc(n3=0 and 

rooM=12 then 728 
685 if n=2 and op=l and iloc(n3=6 and 
ilOC(13=-l then 720 
690 if n=l4 and iloc (143=0 and roon=24 

then 720 
695 if n=26 and iloc(n3=6 and roon=24 
then 720 

697 if n=27 and iloc(n3=0 and iloc 153= 
-1 then 720 

700 if n=29 and iloc(193=-l then 720 
705 if (ilOC (303=roOM or ilOC(303=-13 

and n=23 and iloc(n3=e then 720 

787 if n>ni then goto CANT 

710 if iloc(n3<-4 then ? "You can't ge 

t that!":goto PARSER 

715 if absCiloc (n33 OrooH then ? "It's 

not here!":goto PARSER 
720 if ilocCn3=-l then ? "You already 
have it'": goto PARSER 
730 i=0:for x=l to 5: if inv(x3=0 then 
i=x 

740 next:if i=0 then ? "You can't carr 
y anymore !":goto PARSER 
750 if rooM=27 and n=19 and iloc(183=- 
rooM then aS="TIF !TBH !ZPV=!KBJM!!UJNF=" 
:goto DEAD 
768 if rooM=28 and iloc C283=-roo« then 

aS="UIF!EPH!DIFXT!ZPV!V0=":gotO DEAD 
778 ? "8kay"; iloc (n3=-l; inv(i3=n:color 

1 
780 gosub ITEMS: gosub INVENTORY: goto P 
ARSER 

880 color 2 

818 if n<33 or n>34 then 858 
828 pay=n-32:if pay>tok then aS="Zpv.'e 

POfu! ibwf » fopvhi":gotO PARSER 

830 tok=tok-pay : if tok>0 then 835 

831 for x=l to 5: if inv(x3=8 then inv( 
x3=8 

832 next: iloc (83 =0: gosub lTEMS:gosub I 
NVEHTORY 

835 if pay<bus then bturn=4:goto 540 

840 aS="PlbZ-!uif !CVt«MfbWft":bXit=bUS 

(bus] :bturn=fl:goto PARSER 

858 if iloc(n3<>-l then ? "You don't h 

ave it?":goto PARSER 

860 for x=l to 5:if inv(x3=n then i=x 

878 next : i f roon=27 and n=23 then bS=" 

CPi=! J(MM»hfu!b!qMbUf=(": ilOC (233=8: il 

oc 1183=8: inv(i3=8:goto 958 

888 if rooM=28 and n=26 then b5="Uif!e 



ST-LOG 



APRIL 1986 / PAGE 61ST 



// 



Mr. Scratch continued 



ph!hpcc«ft! julvq": iloc Cn)=-4: iloc (24) = 

-roow:iloc(20)=0: inu( i J =8: goto 958 

838 if n=29 and iloc (14) =-1 then drg=i 

:bS="/// joluif !cpuunf* ': iloc CnJ=8: invCi 

) =8; goto 358 

988 if roOM=24 and iloc (13) =-24 and dr 

g=l and n-14 then drgcnt=l: iloc (I4)=fl: 

inv(i)=8:color i:b$="Uif !x jop!ubift! ju 

!cbdl":goto 958 

918 if roo«=25 and n=27 then iloc(n)=- 

4 : i nv ( i) =0 : bS="/// jo ! u i f « e jt i " : goto 95 

8 

928 if rooH=25 and bl=8 and n=14 and w 

t=l and wn=l then aS="Uif »qs jftu!ci*ftt 

ft»uif !xbufs":bl=l:goto PARSER 

925 cnt=G:for x=l to ni:if abs(iloc(x) 
)=rooH then cnt=cnt+l 

926 next: if cnt=5 then ? "Ho wore rooN 
here!": goto PARSER 

938 inv(i)=0: iloc (n)=rooM:? "0kay":col 

or 1 

948 gosub ITEMS :gosub INVENTORY: goto P 

ARSER 

958 color 1: gosub ITEMS: gosub INVENTOR 

Y:aS=b$: gotoxy 5, 7: goto PARSER 

978 if n>ni then 1188 

998 if n=l and iloc(n)=-l and op=l and 

iloc(2)=8 then a$="Uifsf (t !b!Mfuufs! j 
otjef":goto PARSER 

1888 if rooM=7 and n=4 and op2=8 then 
aS="Ui f ! h je ! jt ! Hpdl f e- ! i joh f e" : goto PA 
RSER 

1818 if rooH=12 and n=8 and opl=I and 
iloc(?)=8 then a$="Ui fsf (t!b!tdsfxes jw 
fS":gotO PARSER 

1828 if n=4 and (ilocCn)=-I or iloc(n3 
=roow) and op3=l and iloc 483 =8 then aS 
="Uifsf Csf !uplfot! jo! ju":goto PARSER 
1838 if n<>9 or iloc (n) O-rooM then 18 
65 

1848 a$="Ju(t!hp joh!up!":on bus goto 1 
850,1868 

1858 aS=a$+"EPX0U8EFS":goto PARSER 
1868 aS=a$+"EPX0J0HHJHMF";gotO PARSER 
1865 if n=8 and iloc(8)=-I then ? "You 

have ";tok;" of then": goto PARSER 
1878 if roow=14 and n=ll then aS="Uifs 
f (t!b!cvuupo!po! ju":goto PARSER 
1880 if roon=26 and n=17 then a$="CFXB 
5F!PG!EPH":gotO PARSER 
1090 if roan=24 and n=25 and iloc (263= 
8 then aS="Uifsf «t!bo!pMe! ibncvshfs! jo 
• ju":goto PARSER 

1188 if n=5 and iloc(n)=-l and ilocf27 
3=8 then a$="Uifsf (t!b!epMMbs! jo! ju":g 
Oto PARSER 

I110 if rooH=25 and n=I6 then a$="If!i 
bt ? b ! dpHHf du jpo ! e jt i" : goto PARSER 
1120 if roon=25 and n=15 then aS="Uifs 
f Ct!xbufs! jo! ju":goto PARSER 
113© if rooH=24 and (n=13 or n=283 and 

iloc (143=8 then a$="If Ct !hpu!b!cpuunf 
":goto PARSER 

1148 if n=19 and iloc(n3=-l then aS="U 
ifsf Ct!tnf fq joh'q jNMt! jo ! ju"':goto PARS 
ER 

1158 if n=14 and iloc(n3=-I and wn=8 t 
hen aS="Uifsf (t!xjof ! jo! ju":goto PARSE 
R 

1160 if n=38 and iloc(n3=-l and iloc (2 
33=0 then aS="Uifsf ct'dppl jft! jo! ju":g 
OtO PARSER 

1170 if n=3 and iloc(n3=-l then a$="Ui 
f ! u ju«f ! jt ; ! TUSFFU ! DPEFT" : goto parser 
1172 if roon=15 and n=I2 then a$="XPX= 
! Ipsot ! boe ! f wfszui joh=" : goto PARSER 
1188 ? "You see nothing spec ial":goto 



PARSER 

1280 if n=l and iloc In) =-1 and op=0 th 

en a$="Zpv!s jq! ju!pqfo":op=l:goto PARS 

ER 

1210 if rooi*=12 and n=6 and opl=6 then 

? "Okay" :opl=l: goto PARSER 
1228 if n=4 and (iloc(n3=-l or iloc(n) 
=rooi%3 and op2=l then aS="Pqfo joh///": 
op3=l:gotO PARSER 

1238 if n=4 and (iloc(n3=-l or iloc(n) 
=roo«3 then a$="Zpu!epo(u! ibwf !uif ! lfz 
":goto PARSER 
1235 goto CANT 

1258 if n<>2 or ilocCn)<>-l then 1488 
1268 clearw 2:gotoxy l7,8:aS="777!G jsf 
gbHn!Dpvsu":gosub 98 

1278 gotoxy l7,l:aS="Epxovoefs-!8K!435 
76" : gosub 98 

1288 gotoxy 17,2:a$="Kvof !23-!2:97":go 
sub 98 

1298 a$="Efbs!of jhicps-":gosub 98:?:aS 
=" JNBH J0F= ! Bozui joh ! ZPV ! e f t js f ! dbo ! C f " 
: gosub 98 

1388 a$="ZPVSt ?X jui jo ! 35 ! ipvst= ! Uibu (t 
■s jhiu=":gosub 98 

1318 a$="P8MZ ! 35 ! IPVST= ! Npo f Z- ! Mpwf- ! b 
!ofx": gosub 98 

1328 aS="dbSffs/! ! Bozui joh ! bu ! bMM/!DbO 
!zpv": gosub 98 

1338 a5="usgtu ! VtG ! I f Z- ! X f (Wf ! C f f O ! nbl 
joh": gosub 98 

1348 aS="hSfbu!efb«t!gps!dfOUVSjft/!Up 
!ublf":gosub 90 

1350 a$="bewboubhf !pg!ui jt!gbOUbtu jd!p 
ggfs-": gosub 90 

1360 a$="kvtu!t jho!po!ui f '.epuufe! H jof ! 
)SFE! jol":gosub 90 

1370 aS="poi*z-!qHfbtf*/": gosub 98:?:aS 
="NS/!TdSbUdi": gosub 98 
1388 color l:gotoxy 18,17:? "Press RET 
URN";:input a5: gosub SCREEN:gosub RENE 
H 

1398 goto PARSER 

1488 if rooM=26 and n=17 then a$="CFXB 
SF!P6!EPH":gotO PARSER 
1418 if n=3 and iloc(n3=-l then a$="Vt 
f; !GJ0E!tusffu!obnf":goto PARSER 
1430 if n=2 and iloc(n3=-l and iloc(3l 
3=-l then a$="Zpv(wf !usbefe!bxbz!zpvs! 
tpuw=":goto DEAD 
1440 goto CANT 

1460 if CilOC(4X>-l and iloct4)OrooH 
) or iIoc(73<>-l or n<>32 or op2=l the 
n goto cant 

1470 a$="///Utjoh!uif !tdsfxesjwfs":op2 
=l:goto PARSER 

151© if rooM=ll and n=9 and iloc(93=-r 
oom then roon=13:bturn=l: gosub RENEW: a 
S="Plbz":goto PARSER 
1520 if rooM<>14 or but=8 then 1588 
1538 but=0:if n=36 then roo«=15:goto 1 
570 

1540 if n=37 then rooM=16:goto 1578 
1550 if n=38 then rooH=3:goto 1578 
1555 if n=45 then room=14:goto 1570 
1560 aS="0pui joh! ibqqfot": goto PARSER 
1570 gosub RENEW:a$="upppggggg=":goto 
PARSER 

1580 if roon=26 and n=22 then a$="ZPVt 
5F!UISPX8!JQ!KBJM=":gotQ DEAD 
1590 goto CANT 

1618 if roo«=13 and n=9 then roon=bxit 
:? "Okay": gosub RENEW: goto PARSER 
1620 goto CANT 

1640 if nOlfl or roon<>13 then 1680 
1650 aS="fGbsf ! jt!":on bus goto 1660,1 
670 



PAGE 62ST/ APRIL 1986 



ST-LOG 



1668 a$=a$+"2!uplfO(":gotO PARSER 
1670 aS=a$+"3!uplfott":goto PARSER 
1680 if rooi*=24 and n=13 and iloc (133= 
-24 then aS="lf !cvsqt!boe!tnjnft":goto 

PARSER 
1658 if roon=27 and n=18 and ilocln3=- 
27 then a$="«Ipx!bcpvu!b!tobdie t":goto 

PARSER 
1695 if roon=25 and n=16 and ilocC273< 
>-4 then aS="'CDibs juz! jt'hppeigpslui f ! 
tpvnC":gotO PARSER 

1697 if roon=25 and n=16 then aS="<Ipx 
!nbz!J!ifnq!zpvQt":gotO PARSER 
1708 goto CANT 

1728 if toom=14 and n=35 then aS="B!wp 
jdf !tbzt; ! CFoufs!Dpef f":but=l:goto PAR 
SER 

1738 goto CANT 

1748 if roon=26 and n=22 and ilocC183 = 
8 then roon=27:gosub RENEW : aS="Epps ! jt 
!pqfo/!Zpv!tufq! jot jef " : gotoxy 5, 7: got 
O PARSER 

1758 if rooH=26 and n=22 then roon=27: 
gosub RENEW: a$="B ! Hbez ! Mf ut ! zpv ! jo" : go 
toxy 5, 7: goto PARSER 
1768 goto CANT 

1788 if n<>13 or iloc {14)0-1 or wn=l 
then 1818 

1798 if roon=24 and ilocC133=-24 then 
a$="UIF ! X JOP ! BUUBDLT ! ZPV=" : goto DEAD 
1888 wn=l : wt=8 : a$="Zpv ! qpvs ! pvu ! u i f ! x j 
of':goto PARSER 

1818 if roon=15 and ilocC143=-l and bl 
=1 and n=39 then aS="IF!NFMUT!BXBZ!UP! 
0PUIJ0H":gotO WINNER 

1828 if roon=15 and iloct!4)=-l and n= 
39 then a$="IF!UT5PXT!B!QJUDIGPSL=":go 
to DEAD 

1838 goto CANT 

1848 if rooH<l6 or poom>24 and n=21 an 
d iloc(n3=-l then aS="Xif f f f f f f f="sgot 
O PARSER 

1850 if roon>l5 and roon<25 and n=21 a 
nd ilocCn3=-l then roon=9: gosub RENEW: 
a$="Pgg! zpv !hp=": goto PARSER 
1868 goto CANT 

1880 if n<>40 then goto CANT 
1898 ? "Saving. . .":open "0",ttl,"SCRATC 
H.DAT" 

1988 for x=l to ni:write ttl, iloc (x3 :ne 
xt 

1918 for x=l to 5:write til, inv(x) :next 
1920 write ttl,roon,op,opl,op2,op3,turn 
,bturn,bus,tok,bxit,but 
1930 write ttl,drg,drgcnt, wat,bl , wn,scr 
:goto 2020 

i960 if n<>40 then goto CANT 
1970 on error goto 2830:? "Loading..." 
:open "I",»l, "SCRATCH. DAT" 
1988 for x=l to ni:input ttl, iloc Cx3 :ne 
xt 

1998 for x=l to 5: input ttl, invtx) : next 
2888 input tti,roon,op,opl,op2,op3,turn 
, bturn, bus , tok , bx i t , but 
2810 input ttl,drg,drgcnt,wat,bl,wn,scr 
.-gosub RENEW 
2828 close.-gotoxy 5,7:color 2:? "Done! 

":gotO PARSER 
2830 a$="OP!HBNF!TBWFE=":resune PARSER 
2050 if n<41 or n>44 or ilOCC3)<>-l th 
en goto CANT 

2868 aS="Uif idpef ! jt; !":if n=4l then a 
S=a$+"GBM" 

2870 if n=42 then aS=aS+"BJ8" 
2880 if n-43 then a$=a$+"WJM" 
2885 if n=44 then a$=a$+"UP0" 

2090 goto PARSER 



2100 CANT:? "You can't do that!":goto 

PARSER 

2110 DEAD:'Player blew it! 

2120 clearw 2:gotoxy l8-lenCa$3/2,5:go 

sub 90 

2130 gotoxy 6,8:? "This adventure is o 

ver ! " 

2148 gotoxy 6,12:? "You lasted ";turn; 

" turns" 

2158 color l:gotoxy 8,17:? "Play again 

"; : input a$ 

2168 if leftSCa5,l)="Y" or leftS(a$,13 

="y" then gosub LIUEM8U5E:goto 2248 

2170 if leftSCaS,15="N" or leftSCaS,!) 

="fl" then gosub LIUEM0USE:end 

2188 goto 2158 

2190 WINNER: 'Mission conpleted! 

2200 clearw 2:gotoxy l8-lenta$3/2,5:go 

sub 98 

2210 gotoxy 12,8:? "YOU WIN! !":gotoxy 

6,12:? "It took you ";turn;" turns": go 

to 2150 

2220 INITIALIZE:' set up gane 

2230 if peektsystab)=l then gotoxy 10, 

18:? "You nust have a color Monitor!": 

for x=l to 5OO0: next: end 

2235 din vector <63 ,vecsCnr#63 , iten$(ni 
) , inv 153 , rooH$ (nr3 , i loc fni+123 , tr (nv3 

2236 din vXC43,nlJU583 :av=varptrCvXC13 
) :strt=varptrCHiy.ci3 3 

2237 din bUS(23: bus (1) =14 : bus {23 =16 
2248 poke contrl,32:poke contrl+2,0:po 
ke contrl+6,l:poke intin,2: vdisys(l) 
2250 restore 2360:fullw 2:clearw 2: if 
peekCsystab3=2 then linef 302, 8,382, 16 
8 

2268 color 2,l:fill 158,88 

2270 efrl6: gosub TEXTEFFECT : gotoxy 5,5 

:? "M I S T E R SCRATCH" 

2288 ef=4:gosub TEXTEFFECT:color 3:got 

oxy 9,7:? " A Devilish Tale" 

2298 ef=l:gosub TEXTEFFECT:color 4: if 

peek(systab3=2 then color 2 

2300 gotoxy 15,9:? "by" 

2310 gotoxy 10,10:? "Clayton Walnun":e 

f=0: gosub TEXTEFFECT 

2340 for x=l to 5: inv {x3=0: next: inv CIS 

=5: inv (2) =31 

2350 for x=l to nr#6:read vecs(x3:next 

2360 data 6,7,8,8,8,12,8,5,0,0,0,0,5,0 

,0,0,0,0,9,10,0,5,0,0 

2370 data 0,8,8,8,8,8,8,11,8,8,8,6,18, 

8,8,6,6,8,6,8,8,8,5,8 

2388 data 8,8,0,0,0,0,14,14,14,14,14,1 

4,0,0,0,0,0,8,22,17,22,16,6,0 

2390 data 16,18,24,8,8,0,17,19,25,0,0, 

0,18,28,26,8,8,0,19,21,0,0,0,0 

2400 data 20,22,22,21,0,0,23,21,21,22, 

0,0,22,23,23,24,0,0,0,0,23,17,0,0 

2410 data 0,0,8,18,8,8,8,8,8,19,8,8,6, 

8,28,26,8,8,8,8,8,27,8,8 

2420 for x=l to ni:read iten$(x) , iloc C 

x) :next 

2430 data Fowfnpqf ,5,MfuufS,0,Cppl,6,K 

f x f nsz ! cpy , 7 , Xbnnf u , -1 , Uppn! 1 ju, -12 

2448 data Tdsfxes jwfs,0,Uplfot,0,Cvt,- 

ll,Es jwf 5,-13, Ufsnjobn, -14 

2456 data NS/TdSbUdi,-15,Xjop,-24,Cpuu 

Hf ,0,GPOU,-25,US jftU,-25 

2460 data Tjho,-26,Mbez,-27,Kbs!pg!qjn 

nt , 27 , Tobsn joh ! eph , -28 , C jdzdnf , 28 

2476 data Gspou!epps,-26,Dppl jft,8,Ibq 

qz ! eph , 8 , HbSCbh f ! dbo , -24 , Ibnc VSh f S , 

2488 data Epnnbs,o,Tnf fq joh!x jop,0,Rjn 

n,0,TipqqjOh!Cbh,5,Sfe!qfO,-l 

2490 VtabS="GETTAKDR0GIVL00EXA0PEREA5I 

GUNSREHGO ENTEXILEATALSPEPRE" 



ST-LOG 



APRIL 1986 / PAGE 63ST 



// 



Mr. Scratch continued 



2580 vtabS=VtabS+"PUSKN0P0UEMPRID5AVL0 

AFIHPAY" 

2510 for x=l to nv:read tr(x>:next 

2520 data 1,1,2,2,3,3,4,5,6,7,7,8,8,9, 

9,10,10,11,11,12,13,13,14,15,16,17,18 

2538 for x=i to 11: read roonStxJ :next 

254© for x=12 to 19:roo«S{x3="Po!Epxo j 

ohwjHHf ITU/": next 

2550 for x=20 to nr:read roonSCx) :next 

2560 data Jo!zpvs!Mjwjoh!sppn, Jolzpvs ! 

e f o , Jo ! zpvs ! c f esppn , Po ! Nb jo I Tus f f u 

2570 data Po'Nb jo!Tusf fu,Po !Hb jolTusf f 

U,Bu!uif !cvt!tupq, Joluif 'dfMMbS 

2588 data Po!b!cvt,Po'Ipuufsupo!Tusf fu 

, Jo«b!sfe!pgg jdf 

2598 data Jo!bO«bMHfZ, Jo!b!diVSdi, Jo!t 

pnfpof tt?gspou!zbse 

2600 data Jo!b!njwjoh!sppn, Joftpnfpof ( 

t !cbdl !zbse 

2618 ntabS="ENULETB00B0XWALKIT5CRT0KBU 

5&RITERMR.WINB0TF0HPRI5IGLADJARD0GBIC" 

2620 ntabS=ntabS+"D00C00HAP6ARHAM!)0L5L 

E PI LB AGP EH" 

2630 ntabS=ntabS+'"HINOHETHOBUTFALVILAI 

NWATGAMFIRMAIDOWHOTTOH" 

2640 singles$="HSEHUl>" 

2645 for i=0 to 96 step 2:read c:poke 
strt+i ,c :next 

2646 data &h3f3c ,.&h22,&h4e4e,&h548f ,&h 
2a6 f , Sh6 , Sh2a55 , Kh2040 , &h41e8 , &hl8 

2647 data &h2a90,*h2f3c,8,&h34,Sh2f3c, 
8 , &h36 , *h3 f 3c , 8 , Sh3 f 3c , 8 , Sh4e4e 

2648 data &hdf f C , 8, She , &h4e75 , Sh4e75, 
,8,8,8, Ah2a6 f , &h6 , Sh2a55 , &h2 f 15 

2649 data Sh2f3c ,8, &h5e,«h3f 3c ,&hl,&h3 
f 3C , 8 , Sh4e4e , Shd f f C , 8 , She , Sh4e75 , Sh3 , 8 
2658 ro©M=5 : op=0 : opl=0 : op2=0 : op3=8 : tur 
n=8 :bturn=8;bus=l :tok=4 :bxit=ll;but=8 
2668 drg=0 : drgc nt=8 : wat=8 : b 1 =8 : wn=0 : sc 
r=8 

2688 gosub SCREEN :gosub DEADM0U5E:gosu 

b RENEH:gOtO PARSER 

2698 screen: "draw display 

2788 poke contrl ,32:poke contrl+2,0:po 

ke contrl+6,l:poke intin,2: vdisys tli 

2785 restore 2730:clearw 2:color 2,4,2 

2718 read a,b,c,d:if a=-l then 2798 

2728 linef a,b,c,d:goto 2718 

2730 data 0,0,303,0,8,8,8,166,303,8,38 

3,166,8,166,383,166 

2748 data 92,8,92,18,218,8,218,18,18,1 

8,293,18 

2758 data 18,18,18,156,293,18,293,156, 

ifl A56 2*93 JL56 

2768 data 15,14,288,14,15,15,15,151,28 

8,15,288,151,15,151,288,151 

2778 data 15,32,288,32,15,58,288,58,15 

,86,288,86,151,86,151,151 

2788 data -1,-1,-1,-1 

2798 fill 158,161:color 1,8,6, 1,1 : fi 1 1 

150,5:fill 158,12 
2795 if peek(systabj=2 then color 2 

2888 gotoxy 11,8:? "MISTER 5CRATCH":co 

lor 1 

2810 gotoxy 2,2:? "PLACE:": gotoxy 2,4: 

? "EXITS:" 

2828 gotoxy 2,18:2 "YOU SEE:":gotoxy 1 

7,18:2 "YOU HAVE:" 

2838 return 

2848 TEXTEFFECT: -set effects for text 

2858 poke contrl, 186:poke contrl+2,8:p 

oke contrl+6,1 

2868 poke intin,ef:vdisysfl) .-return 

2870 gotoxy 5,7:? "ERROR ";err;" AT LI 

NE ";erl : resume PARSER 

2888 DEADMOUSE: "get rid of the critter 

2898 call strttavi : return 



2988 LIWEM8U5E: "rodent reincarnation 
2918 strtl=strt+62:call strtiCaw) :retu 
rn 



ST CHECKSUM DATA. 

(see page 53STJ 



18 data 923,456,515,728,32,373,655,181 

,582,227,4584 

118 data 148,119,332,858,798,181,582,3 

45,924,54,4245 

218 data 335,436,851,361,166,136,353,5 

53,839,914,4944 

318 data 484,198,343,121,14,739,561,85 

5,36,685,3956 

485 data 613,429,661,964,726,255,385,1 

9,482,257,4631 

490 data 748,166,257,695,868,326,745,4 

91,786,786,5788 

570 data 142,562,110,872,258,344,132,9 

38,576,674,4688 

898 data 671,472,674,223,84,432,251,39 

5,333,216,3751 

748 data 194,970,567,257,115,333,228,8 

56,291,4,3815 

832 data 336,737,378,133,522,411,664,4 

54,63,848,4546 

928 data 996,690,223,329,107,354,515,6 

,159,403,3782 

102O data 24,722,793,316,784,664,881,3 

13,844,449,5798 

1118 data 58,420,125,633,170,465,143,6 

01,58,265,2938 

1218 data 216,917,140,799,214,934,640, 

425,723,778,5786 

1310 data 256,35,188,828,753,717,492,2 

79,75,317,3924 

1418 data 469, 889, 796, 487, 2, 589,38, 51, 

236,139,3688 

1555 data 244,637,386,392,804,421,888, 

918,129,285,4856 

1678 data 522,281,989,242,281,801,987, 

884,832,196,5855 

1768 data 807,312,219,848,793,146,807, 

108,578,810,5420 

1888 data 332,527,91,959,73,980,333,90 

8,85,981,5269 

2800 data 76,632,28,919,26,85,178,239, 

254,68,2585 

2180 data 120,161,503,760,636,617,931, 

171,568,191,4658 

2200 data 584.195,658,186,322,243,120, 

627,432,913,4128 

2270 data 147,298,505,788,322,284,899, 

729,698,449,5837 

2390 data 624,913,996,702,497,229,893, 

871,458,664,6847 

2498 data 540,212,420,332,626,818,894, 

983,249,193,5267 

2590 data 369,468,844,442,481,810,478, 

741,425,411,5389 

2649 data 309,674,278,928,329,638,685, 

953,252,624,5678 

2740 data 584,231,550,358,92,325,288,4 

86,884,864,4662 

2838 data 466,981,645,789,666,46,392,8 

79,423,5127 



PAGE 64ST/ APRIL 1986 



ST-LOG 



TUTORIAL 



v/ 




-MANSHIP 



by Clayton Walnum 



I hope you've been keeping up with your study- 
ing, because this month we're going to get down to 
some serious business. Looping structures are on our 
agenda, as well as a bit more about functions. And, 
just so we end up with something practical, the pro- 
gram I've chosen incorporates a function that should 
prove useful in the future — a sort routine. 

First, I want to tie up some loose ends from last 
month. You may have been wondering how you can 
input strings of more than one word. The scanf() 
function is pretty useless for this purpose, since, as 
soon as you try to put a space between characters, 
scanff) grabs whatever you typed and assigns it to 
the first argument on its list. 

We need a function that will ignore white space 
characters, one that will accept every character we 
enter until we tell it we're done. Of course, there is 
just such a beast. 

The gets() function allows the input of strings con- 
taining white space characters. It terminates only 
when it sees a newline. The format for getsf) is: 
getsfstrj. 

As you see, gets() requires one argument (in this 
case, str), the address where the string is to be stored. 
This will usually be a previously declared character 
array, so supplying the function with the array name 
passes the address (remember, an array name holds 
the address of the first byte of the array) . 

Why haven't we been using this neat little trick all 
along? Think about the RETURN key on the ST. What 



Part 3. 



does it do for us? It provides a return character, right? 
And what does gets() need to terminate input? All 
of you mumbling "newline" get a gold star for the 
day. The only way that I've found to get a newline 
character out of the ST keyboard is with a CTRL-J. 
Kind of a clumsy way to end input, don't you agree? 

Later on, we'll design our own input routine, so 
we won't be at the mercy of scanf() or gets(). But first, 
we need to take a look at a couple of new ideas. 
Onward. 

It's typing time again. Type in Listing 1 and com- 
pile it. If you have trouble, see the sidebar accom- 
panying this article. 

When you run the program, you'll be asked how 
many numbers you wish to sort. Enter a number be- 
tween 1 and 10, then press the SPACE BAR to ter- 
minate your input. You'll be asked to enter each of 
the numbers. When you're done, the numbers will 
be sorted in ascending order and printed out. For 
those of you who don't have your compilers yet, a 
program run looks something like this: 

How Many numbers? 5 

Enter number l: 56 

Enter number 2: 25 

Enter number 3: 12 

Enter number 4: 33 

Enter number 5: 12 
5ort complete! 
12 12 25 56 33 

Digging in. 

Now let's take a good look at the program's innards. 
Since this one's much longer than any of the others 
we've done, you might want to number each line in 
your listing so you can follow the explanation more 



ST-LOG 



APRIL 1986 / PAGE 65ST 



// C-manship 



continued 



easily. I don't include blank lines when numbering; 
skip over them. 

Line 1 instructs the compiler to add the con- 
tents of the stdio.h file to our program. 

Line 2 defines the symbolic name MAX as 10. 
This is the maximum number of values to sort. 
Take a quick look at the listing. MAX is refer- 
enced in three places. If we didn't use the de- 
fine statement, we'd have to substitute the 
number 10 for each occurrence of MAX. When 
we wanted a different maximum, we'd have a lot 
of changes to do. The #define allows a modifi- 
cation by simply changing the value assigned to 
MAX at the start of the program. See how handy 
this is? Imagine how much time it would save 
you if you were working on a thousand-line 
program. 

Line 3 is a function name. 

Line 4 marks the beginning of the function. 

Line 5 declares the variable num as type 
integer. 



Line 6 declares vol as an array of type integer. 
Because we used the symbolic name MAX to 
dimension its size, this array will contain 10 ele- 
ments, through 9. 

Line 7 declares the variable ch as type 
character. 

Line 8 gives us something new to discuss. Here 
we're calling the function how_many() , which 
starts at Line 14, and assigning the value it 
returns to the variable num. This will be the 
number of items we want to sort (not to be con- 
fused with MAX, which is the maximum items). 
Notice that this function call has the same for- 
mat as another that we've used quite 
frequently — ch = getcharQ . Function calls work 
exactly the same, whether you're calling a library 
routine like getchar() or a function of your own. 

Line 9 calls another of our functions, 

get nums(). Since this function doesn't return 

a value, we aren't assigning its return to a varia- 
ble. We simply call it by name, just like printf () . 



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PAGE 66ST / APRIL 1986 



ST-LOG 



We do, however, have to pass arguments to the 
function — num (the number of values we wish to 
sort) and val (the array address where we're going 
to store the values). 

Line 10 calls the function that does the sort. It 
doesn't return a value either, but still must be passed 
the same arguments as get nums(). 

Line 11 calls the function that prints the sorted 
numbers to the screen. It requires the same arguments 
as the two previous functions. 

Line 12 waits for you to press the BACKSPACE key. 
This statement probably looks pretty alien to you. I'm 
going to ask you to take it on faith for now. We'll talk 
about "while" loops later on in this article. 

Line 13 marks the end of the function. 
The Golden Moment. 

We've now stumbled upon the perfect time to dis- 
cuss structured programming techniques. 

Our function main (J is constructed so that anyone 
can easily see what's going on. Each function call 
performs a logical step in the sequence of actions that 
must be completed to utilize the sort. 

This type of construction matches the way people 
think. When you're going to make a lunch of beans 
and hot dogs, you don't consciously dwell over all 
the details in each step. Your thoughts would run like 
this: "First heat the beans, then boil the hot dogs and 
put them in the buns." 

But you have to remember details: what about tak- 
ing the pans out of the drawer and placing them on 
the stove? Don't forget, you've got to open the can 
before you can get to the beans. And where did the 
hot dogs come from? Did you open the refrigerator? 
Who turned on the stove? 

We don't worry about these minor details, because, 
if we did, we'd get so confused we'd starve. A 
programmer should think in this same structured 
way. Projects that seem impossible when you're 
mired in details become a snap when viewed from 
a more general viewpoint. It's the old bit about the 
forest and the trees. 

It's this form of thinking that's the essence of struc- 
tured programming. To get our sort routine working, 
all we have to do is find out how many items there 
will be, get the items, sort them, then print them out. 
At this point, we're not concerned about how we're 
going to do each of these steps. One thing at a time, 
slow and easy. 

When we have the general logic worked out, then 
we can get into the details, taking each step and writ- 
ing a function to accomplish it. In large programs, 
this process becomes even more important. Using 



structured techniques will make your job much eas- 
ier and will result in very readable code. 

Back to the program. 

Line 14 is a function name. This is the func- 
tion called from Line 8. 

Line 15 marks the start of the function. 

Line 16 declares the variable n as type integer. 

Line 17 sets n equal to the value of MAX + 1, 
or, in this case, 11. 

Line 18 is the start of a "while" loop. 

This type of loop will repeatedly perform a 
statement or series of statements, as long as the 
expression within the parentheses is true. Here 
are some other examples: 

while (X = 13 

while (I > 2 S8 ch != 'e') 

The second line is read: while z is greater than 
2 and ch doesn't equal the letter e. C uses some 
unusual character combinations for operators. 
The double ampersand is the equivalent to BAS- 
IC'S AND. The / = is the symbol for "not equal 
to." It's the opposite of another operator we learn- 
ed a while back, = = . Remember the difference 
between = = and =? 

We're using a while loop here to insure the in- 
put of a value no larger than MAX. Looking back, 
Line 17 initializes the variable we're using in the 
conditional expression to a value greater than 
MAX. If we didn't do this, we might not get a 
chance to enter our number. Whatever was in n 
would be used to evaluate the conditional ex- 
pression. 

If it was less than MAX, the loop would be 
skipped and whatever value n happened to con- 
tain would be passed to the program. If you don't 
initialize your variables, they'll contain whatever 
value happened to be in the address they were 
assigned. 

Line 19 marks the beginning of the statements 
within the while loop. Whenever a loop will con- 
tain more than one statement, the start and end 
are marked with the left and right brace, just like 
a function. The braces are not necessary if a loop 
contains only one statement. Here's an example 
of a single statement while loop: 

while (x < 53 
x = x + 1; 

Line 20 prints a prompt. 

Line 21 accepts a number from the keyboard 

and assigns it to n. 

Line 22 prints a blank line. 

Line 23 marks the end of the loop. At this 



ST-LOG 



APRIL 1986 /PAGE 67ST 



// C-manship 



continued 



point, the value of n is checked, and, if it's greater 
than MAX, the loop repeats. This will continue 
until the user enters a number less than MAX. 

Notice the indenting of the statements that 
make up the loop. This isn't required, but makes 
your programs much more readable, by clearly 
delineating the body of the loop. 

Line 24 introduces you to the "return" state- 
ment. Whenever a return is encountered, con- 
trol is passed back to the calling function, along 
with the value in parentheses. The return may 
be anywhere within the function. If you don't 
want to pass a value, delete the parentheses. In 
this case, we're sending the value n back to 
main[), where it will be stored in the variable 
num. 

The variable n in how many() is a local vari- 
able. It's created when the function is called and 
destroyed when control is passed back to the 
calling function. It has no relationship with other 
variables in the program (except maybe num, 
which will get only its value). You could even 
have another n, without conflict, elsewhere in 
your program. 

Arguments in C are passed "by value" rather 
than "by reference." This means only the value 
contained in the variable is passed, not its ad- 
dress. The original values are safe from change. 
If you want access to a variable that's been passed 
to a function, you must pass the address with 
a "pointer." We'll get into pointers a little later on. 

Line 25 marks the end of the function. 

Line 26 is a function name. This function is 
called by Line 9. Notice something a little differ- 
ent here? There're two variables enclosed in the 
parentheses, which means two arguments are be- 
ing passed from the calling function. The argu- 
ment's values will be stored in n and v, and are 
passed between the functions in the same order 
in which they appear in the function call. That 
is, n receives the value of num, and v receives 
the value of val. 

Line 27 tells get nums() how it should inter- 
pret the data in n, an integer. All arguments 
within the function name's parentheses must be 
defined, and you must do so before the begin- 
ning brace. 

Line 28 tells the function that v is an integer 
array. We're not dimensioning the size of v, since 
it's really the same array we dimensioned in Line 
6 (val[]). How can that be? Aren't arguments in 
C are passed by value, not address? So how can 



v[] be the same array as valfj? Why am I asking all 
these silly questions? 

I'll tell you why. Because I'll bet you forgot that 
an array name is an address. The contents of val are 
being passed as I described previously, but its value 
is the address of the array's first byte. What does this 
mean to us? It means that we're very definitely go- 
ing to be monkeying with the contents of the origi- 
nal array. It's not safely protected from our clumsy 
fingers like num is. 

Line 29 marks the start of the function. 
Line 30 declares some local variables. These vari- 
ables exist only in the function. They're forgotten the 
second we exit. 

Line 31 gives you a look at a new looping tech- 
nique. The "for" loop in C is very similar to the 
"FOR . . . NEXT" loop in BASIC. Its syntax is the 
word for followed by three expressions, within 
parentheses, which define the limits of the loop. 
The three expressions are separated by semi- 
colons. 

The first expression initializes the loop vari- 
able. Here, we're setting X to 0. The second ex- 
pression is the condition that controls the loop. 
As long as the condition yields a true result, the 
loop will continue executing. The third expres- 
sion is the loop's step value or reinitialization. 
Line 31 in BASIC would look like this: 

FOR X=8 TO H-l 5TEP i 

Of course, in BASIC we don't need the STEP 
1, since it's assumed. I just included it for pur- 
poses of clarity. 

What do you think of that + + x in Line 31? 
Got any ideas? This is essentially the same as 
BASIC'S X = X + 1. As a matter of fact, you can 
use the latter construction in C, as well. The + + 
is an increment operator. There is also a decre- 
ment operator, — . These operators may be placed 
before or after the variable; however, there's a sub- 
tle difference. The expression + +x increments 
x before the value is used. The expression x+ + 
increments x after the value is used. For exam- 
ple, let's say that x starts with a value of 1. Then, 
z = + + x will yield a result of 2 , whereas z = 
x+ + yields a result of 1. 

Line 32 marks the start of the loop. 

Line 33 asks for the input of a number. The 
prompt uses the value of x to tell us the number 
of the value we're entering. 

Line 34 gets the number and stores it in the 
variable num. Note that this variable has noth- 



PAGE 68ST/ APRIL 1986 



ST- LOG 



ing whatever to do with the variable num 
declared in main(). 

Line 35 places the number into the array's next 
element. In C, arrays are indexed as in BASIC. 
In our first pass through the loop, x has a value 
of 0. Therefore, the first element of the array (in 
the context of our function, the first element is 
v[0], but this is really our original array, val[0]) 
gets the first number input. As x gets increment- 
ed, each consecutive element of the array is filled 
with its appropriate value. 

Line 36 moves the cursor to the next line. 
Line 37 marks the end of the loop. 
At this point, x is incremented, and the con- 
trol statement is evaluated. If the result is true, 
then another iteration of the loop is performed. 
This continues until the loop's condition evalu- 
ates to false. 

Line 38 passes control back to main(). There 
are no parentheses in the return statement be- 
cause we aren't sending a value back. 
Line 39 marks the end of the function. 
Line 40 is a function name. This function is 
called from Line 10. The same arguments are be- 
ing passed as in the previous function. 

Line 41 defines the first argument as integer. 
Line 42 defines the second argument as an in- 
teger array. 

Line 43 marks the beginning of the function. 
Line 44 defines some variables of type integer. 
Line 45 initializes the variable used to evalu- 
ate the conditional expression in the while loop. 
This makes sure we enter the loop properly. 
Line 46 starts the while loop. 
Another break in the proceedings. 
Before we get too far into this function, I should 
give you a little background on the sort. 

We're going to use a "bubble" sort, one of the sim- 
plest (and slowest) . It works by comparing two values 
and switching them if they're in the wrong order. The 
next two values are then compared and, if necessary, 
switched. This continues until the last value has been 
compared. Then, if there were any switches, the loop 
is repeated. Once the process finishes without a 
switch, the sort is complete. 

The sort gets its name by the way the highest values 
"bubble" up to the top. 

Back to it. 
Line 47 marks the beginning of the loop. 
Line 48 turns off the switch flag. If this varia- 
ble retains the value of through the loop that 
follows, then the sort is complete. 



Line 49 sets up a "for" loop that will move 
through the array, element by element. 

Line 50 should be strangely familiar. This is 
C's version of the IF. . .THEN statement. Its con- 
struction is very similar to its BASIC counterpart. 
There are two differences. 

First, the expression that follows the if is al- 
ways within parentheses. Second, don't include 
the word then. The "if" statement body follows 
the same rules as loops do. If you have more than 
one statement, the entire block must be enclosed 
in braces. A single statement may be placed af- 
ter the if statement with no braces. 

Our if statement compares an element of the 
array with the next element up. If the first is larg- 
er than the second, the statements contained in 
the braces are executed (this is the switch). If 
they're already in the proper order, the switch- 
ing is skipped. The next iteration of the for loop 
is then initiated. 

Line 52 is the first step of the switch. The value 
in v[x] is placed in "temp." 

Line 53 places array element v[x + l] into v[x]. 

Line 54 places temp (originally v[x]) into 
v[x + l], and the switch is complete. 

Line 55 sets the switch flag to its true condi- 
tion, so the loop will be performed again. 

Line 56 marks the end of the if statement. 

Line 57 marks the end of the while loop. 

Line 58 returns control to main(). 

Line 59 marks the end of the function. 

Line 60 is a function name. 

Line 61 declares the first argument. 

Line 62 declares the second argument. 

Line 63 marks the beginning of the function. 

Line 64 declares a variable. 

Line 65 prints a message. 

Line 66 initiates a loop to print the sorted ar- 
ray values. 

Line 67 prints the array values using the loop 
variable as an index. 

Line 68 prints a blank line. 

Line 69 returns control to main(). 

Line 70 marks the end of the function. 

Take a breath. 

Boy, we covered a whole hunk of material this time 
around. If you're still with me, pat yourself on the 
back. You've learned most of the information you 
need to write usable C programs. Next month, we'll 
get a few new tidbits and have some fun. fl 

(Listing starts on next page) 



ST-LOG 



APRIL 1986 / PAGE 69ST 



// C-manship 



continued 



Listing 1. 
C listing. 



ttinclude <Stdio.h> 
tide fine MAX 10 

HainO 
t 

int nun; 

int vallMAX] ; 

char ch; 

nun = how-HanyO : 

get_nuH5(nuH, van; 

sorttnuM, vail; 

output tnun, wall; 

while CCch s getcharO) != *\b'> 



how_Many Cl 

int n; 

n = MAX +1; 
while en > MAXJ 
C 

printf t"How Hany nuMbers? "J ; 

scanf V'Kd", 8nJ; 

printf t"\n\n"l i 

return cnJ ; 



get_nunsln, vJ 
int n; 
int vll ; 

int x, nun; 

for tx = a; x < n; *+xJ 

printf C"Enter nunber Xd: ", x+l> j 

scanf f'Xd", «iium) j 

vlxl = nun; 

printf C"Sn"J; 
} 
return; 



sort(n,vl 

int n; 
int vll ; 

int swtch, x, tenp; 

swtch = l: 
while f swtch == u 
C 

swtch = 8; 

for ix = o; x < n - 1; *+xl 
if I vlx] > vlx+ll 1 
{ 

tewp = vlxl : 
vlxl = vlx+ll j 
vtx+i] - teMp; 
swtch = 1; 



} 
return; 



output In, vJ 
int n; 
int vll; 

int x; 

printf t"5ort complete !\n\n"J ; 
for tx = 8; x <= n - 1; ++x> 

printft "Xd ", vlxl J; 
printf I"\n\n"J ; 
return; 



All the program listings in C-manship were written using the 
ST Developers Kit from Atari. Many of you who've recently 
received this package may be a little confused as to how to com- 
pile and run the programs (I know I was). For those nodding 
their heads in agreement, I've put together this quickie tutorial. 
The first thing you must do is create the proper batch files 
for both the compiler and linker. LOAD your text editor and type 
the following exactly as it appears here: 

cp68 XI. c SCI. i 

c068 XI. 1 XI. 1 XI. 2 X1.3 -f 

rm XI. i 

cl68 XI. 1 XI. 2 XI. b 

rm XI. 1 

rm XI. 2 

aB68 -f -1 -u XI. s 

rm XI. s 

wait. prg 

When you're sure you've typed it correctly, SAVE it to your 
compiler disk under the name CC.BAT. 

Now clear the previous text from memory and type in this 
batch file: 

linkea [ul XI. 68k = gemBtart, XI, gemlib, libf „ osbind 
relmod XI XI. toe 
rm X1.G8K 
wait 

Check your typing well, then SAVE it to vour linker disk un- 
der the name LINK. BAT. 

Now you're ready to compile any of the listings from C- 
manship. We'll use Listing 1 from this installment as an example. 

Single-drive compilation. 

(1) Use your text editor to type in Listing 1, then SAVE a copy 
under the name LISTl.C to both your compiler disk and a back- 
up disk. 

(2) Place the compiler disk in your drive and double click the 
drive A icon. 

(3) Double click the BATCH.TTP program, and enter CC L1ST1 
into the parameter window, concluding the entry by pressing 
RETURN. 

(4) After the compiler has finished, there should be a file 
named LISTl.O on your compiler disk. Copy this file to your 
linker disk. 

(5) Place the linker disk in your drive and double click the 
drive A icon. 

(6) Double click the file BATCH.TTP, and enter LINK LISTl 
into the parameter window. 

(7) When the linker has finished, the file LIST1TOS should 
be on the disk. This is the executable version of the program. 
To RUN it, simply give it a double click. 

Two-drive compilation. 

(1) Use your text editor to type in Listing 1, then SAVE it to 
disk under the name LISTl.C. 

(2) Place your compiler disk in drive A and your source disk 
(the one you saved the program to] in drive B. 

(3) Double click the drive A icon. 

(4) Double click the BATCH.TTP program, and enter CC 
BrLISTl into the parameter window, concluding the entry by 
pressing RETURN. 

(5) When the compiler has finished, replace the disk in drive 
A with your linker disk. 

(6) Double click the drive A icon. 

(7) Double click the BATCH.TTP program and enter LINK 
B.-LIST1 into the parameter window. 

(8) When the linking is complete, your source disk will con- 
tain the file LIST1.TOS. This is the executable version of the pro- 
gram. RUN it by giving it a double click. 

The above instructions will work with all the C program list- 
ings presented thus far in C-manship. Only the filenames you 
use must be changed. 



PAGE 70ST / APRIL 1986 



ST-LOG 



Medium 
Resolution 



TUTORIAL 



w 



GEMSYSO 

A tutorial on the 

ST BASIC command 

and AES functions 



by James Luczak 



Atari's new ST BASIC provides you with a very 
powerful command that gives you access to the en- 
tire AES (Application Environment Services) library. 
We're talking about GEMSYS(). It allows you to use 
an additional sixty-plus functions. There is a rather 
large problem, however: the ST BASIC Sourcebook 
doesn't tell you how to access any of the AES func- 
tions. 

This article will provide you with the necessary 
information to use a handful of the AES functions. 
In the listing that follows is the BASIC code required 
and a description of the parameters used by the func- 
tions. 

We'll only be scratching the surface of the AES li- 
brary of functions. All the functions described here 
can be used in any order in a BASIC program. Many 
AES functions require a specific sequence of func- 
tion calls to create the desired end result. Those 
described here can be used independently of each 
other. They don't have to be used in any specific 
order. 

GEM'S AES. 

Every time you boot up your computer (after the 
color show), you end up on what's called the "desk- 
top." The desktop is created with functions from the 
AES library. The disk icons, menu bar, drop-down 
menus, trash can icon — all were created using vari- 
ous AES capabilities. Here's a partial list of what the 



AES functions are responsible for: 
Monitoring the mouse buttons; 
Monitoring the mouse location; 
Setting or retrieving the double click speed; 
Providing a timer; 
Creating the menu bar; 
Producing drop-down menus; 
Creating alert boxes; 
Creating dialog boxes; 
Producing shrinking boxes; 
Producing growing boxes; 
Dragging boxes; 
Creating rubber boxes; 
Displaying different mouse forms; 
Monitoring boxes; 
Sliding boxes; 
Moving boxes; 

Displaying file selector boxes; 
Creating windows; 
Providing window controls; and 
Updating windows. 

BASIC and AES Coordinates. 

When using the GEMSYS() command, there's one 
important diing to remember: all references to X- and 
Y-coordinates made by the AES library are relative 
to the screen, while all X- and Y-coordinates referred 
to by BASIC commands (such as the LINEF com- 
mand) are relative to the output window. 

Assume, for example, that the output window oc- 
cupies the full screen. The X-coordinate would be 



ST-LOG 



APRIL 1986 / PAGE 71ST 



// 



IxJbJVliSx &k) continued 



at the extreme left-hand side of the screen for both 
BASIC and the AES function. The X-coordinate 619 
would be to the extreme right-hand side of the screen 
for both BASIC and AES. The Y-coordinate for BA- 
SIC is at the bottom of the information line (the bar 
that runs along the top of the screen with the word 



OUTPUT in the center). The Y-coordinate for AES 
is at the very top of the screen (above the menu bar) . 
The reason X-coordinates are the same for BASIC 
and for AES is because the output window doesn't 
use any horizontal space to draw the border of the 
window. If, on the other hand, you size the output 



AES Graphics Library. 



RUBBERBOX 


Draws a "rubberbox. 


' The upper left corner of the box is 


fixed. By holding down the left mouse button and moving the mouse, 




you can draw boxes of varying sizes. 








BASIC CODE 


DESCRIPTION 


BASIC CODE 


DESCRIPTION 




1 a#=gb 




6 poke gintin+4,xw 


xw=Minimum width of box in pixels 




2 gintout=peek(a#+12) 


Define integer output 


7 poke gintin+6,yh 


yh=Minimum height of box in pixels 




3 gintin=peek(a#+8) 


Define integer input 


8 gemsys(70) 


OPCODE 




4 poke gintin.x 


x=Coordinate of box 


9 Bxw=peek(gintout+2) bxw=Width of box when mouse button is released 






(upper left corner) 


10 Byh=peek(gintout+4) 


byh=Height of box when mouse button is released 




5 poke gintin+2,y 


y=Coordinate of box 
(upper left corner) 






MOVEBOX 


Draws a box outline 


moving from one position to another. 






BASIC CODE 


DESCRIPTION 


BASIC 


DESCRIPTION 




1 a#=gb 




6 poke gintin+6,y 


y=Coordinate of box (initial position) 




2 gintin=peek(a#+8) 


Define integer input 


7 poke gintin+8,x1 


x1=Coordinate of box (final position) 




3 poke gintin.xw 


xw=Width of box in pixels 


8 poke gintin+10,y1 


y1=Coordinate of box (final position) 




4 poke gintin+2,yh 


yh = Height of box in pixels 


9 gemsys(72) 


OPCODE 




5 poke gintin+4,x 


x=Coordinate of box 
initial position) 






GROWBOX 


Draws an expanding 


box outline. 








BASIC CODE 


DESCRIPTION 


BASIC CODE 


DESCRIPTION 




1 a#=gb 




7 poke gintin+8,x1 


x1=Coordinate of box (final size) 




2 gintin=peek(a#+8) 


Define integer input 


8 poke gintin+10,y1 


y1=Coordinate of box (final size) 




3 poke gintin.x 


x=Coordinate of box 


9 poke gintin+12,xw1 


xw1=Final width of box in pixels 






(initial size) 


10 poke gintin+14,yh1 


yh1 = Final height of box in pixels 




4 poke gintin+2,y 


y=Coordinate of box 
(initial size) 


11 gemsys(73) 


OPCODE 




5 poke gintin+4,xw 


xw=lnitial width of box 
in pixels 








6 poke gintin+6,yh 


yh= Initial height of box 
in pixels 






SHRINKBOX 


Draws a shrinking box outline. 








BASIC CODE 


DESCRIPTION 


BASIC CODE 


DESCRIPTION 




1 a#=gb 




7 poke gintin+8,x 


x=Coordinate of box (initial size) 




2 gintin=peek(a#+8) 


Define integer input 


8 poke gintin+10,y 


y=Coordinate of box (initial size) 




3 poke glntin,x1 


x1=Coordinate of box 


9 poke gintin+12,xw 


xw=lnitial width of box in pixels 






(final size) 


10 poke gintin+14,yh 


yh= Initial height of box in pixels 




4 poke gintin+2,y1 


y1=Coordinate of box 
(final size) 


11 gemsys(74) 


OPCODE 




5 poke gintin+4,xw1 


xw1 = Final width of box 
in pixels 








6 poke gintin+6,yh1 


yh1=Final height of box 
in pixels 






MOUSE 


Changes the mouse 


form to one of a predefined set. 








BASIC CODE 


DESCRIPTION 


BASIC CODE 


DESCRIPTION 




1 a#=gb 




3 poke gintin.x 


x=5 Thin cross hairs 




2 gintin=peek(a#+8) 


Define integer input 




6 Thick cross hairs 




3 poke gintin.x 


x=0 Arrow 

1 Vertical bar 

2 Bee 




7 Outline cross hairs 

256 Hide mouse form 

257 Show mouse form 






3 Hand with pointing finger 


4 gemsys(78) 


OPCODE 






4 Flat hand with extended fingers 






MKSTATE 


Returns the current 


mouse location, mouse button state and keyboard state. 






BASIC CODE 


DESCRIPTION 


BASIC CODE 


DESCRIPTION 




1 a#=gb 




7 kb=peek(gintout+8) 


kb= Current keyboard state 




2 gintout=peek(a#+12) 


Define integer output 




No key pressed 




3 gemsys(79) 


OPCODE 




1 Right shift key pressed 




4 mx=peek(gintout+2) 


mx=Coordinate of 

mouse's current location 




2 Left shift key pressed 
4 Control key pressed 




5 my=peek(gintout+4) 


my=Coordinate of mouse's current location 


8 Alternate key pressed 




6 mb=peek(gintout+6) 


mb=Current mouse button state. 

No button pressed 

1 Left button pressed 

2 Right button pressed 







PAGE 72ST/ APRIL 1986 



ST-LOG 



window to occupy only half the screen, BASIC com- 
mands will function within it. They will not, for in- 
stance, draw a line outside of the window. An AES 
function will operate anywhere on the screen, regard- 
less of the size of the window. 



Y-coordinates are different for BASIC and AES via 
similar logic. The BASIC output window uses up ver- 
tical space drawing the menu bar and information 
line. This causes the Y-coordinate in BASIC to start 

(continued on next page] 



AES Event Library. 



KEYBOARD 


Waits for any kind of keyboard input. 










BASIC CODE DESCRIPTION 




BASIC CODE 


DESCRIPTION 




1 a#=gb 




3 gemsys(20) 


OPCODE 




2 gintout=peek(a#+12) Define integer output 




4 kb=peek(gintout) 


kb=Standard keyboard code 


Standard 


Keyboard Code 










A=7745 B=12354 C=11843 D=8260 


E 


=4677 F=8518 


G=8775 




H=9032 1 = 5961 J=9290 K=9547 


L: 


=9804 M = 12877 


N =12622 




0=6223 P=6480 Q=4177 R=4946 


S 


=8019 T=5204 


U=5717 




V=12118 W=4439 X=11608 Y=5465 


z 


= 11354 






a=7777 b=12386 c=11875 d=8292 


e= 


=4709 f=8550 


g=8807 




h = 9064 i=5993 j=9322 k=9579 


l = 


9836 m=12909 


n =12654 




= 6255 p=6512 q=4209 r=4978 


s= 


=8051 t=5236 


u=5749 




v=12150 w=4471 x=11640 y=5497 


z= 


= 11386 






1=561 2=818 3=1075 4=1332 


5 = 


=1589 6=1846 


7=2103 




8=2360 9=2617 0=2864 










Space=14624 Return=7181 Tab=3849 


Esc 


=283 Backspace=3592 




BUTTON 


Waits for a particular mouse button state. 










BASIC CODE DESCRIPTION 




BASIC CODE 


DESCRIPTION 




1 a#=gb 




9 n=peek(gintout) 


n=Number of times the mouse button entered the 




2 openw 2 Open output window 






desired state 




3 gintin=peek(a#+8) Define integer input 




10 mx=peek(gintout+2) 


mx=Coordinate where event occurred 




4 gintout=peek(a#+12) Define integer output 




11 my=peek(gintout+4) 


my=Coordinate where event occurred 




5 poke gintin,bc bc=Number of mouse clicks 




12 ms=peek(gintout+6) 


ms=Mouse button state when event occurred 




6 poke gintin+2,mb to wait for 






Left/right up 




mb=Mouse button to look for 






1 Left down 




1 Left 






2 Right down 




7 poke gintin+4,bs 2 Right 




13 kb=peek(gintout+8) 


kb=Current keyboard state 




bs = Mouse button to look for 






No key pressed 




Left up 






1 Right shift key pressed 




1 Left down 






2 Left shift key pressed 




Right up 






4 Control key pressed 




8 gemsys(21) 2 Right down 






8 Alternate key pressed 




OPCODE 








MOUSE 


Waits for mouse to enter or leave a specified rectangle. 






BASIC CODE DESCRIPTION 




BASIC CODE 


DESCRIPTION 




1 a#=gb 




10 mx=peek(gintout+2) 


mx=Coordinate of mouse pointer 




2 gintin=peek(a#+8) Define integer input 




11 my=peek(gintout+4) 


my=Coordinate of mouse pointer 




3 gintout=peek(a#+12) Define integer output 




12 ms=peek(gintout+6) 


ms=State of mouse button 




4 poke gintin.fi fl=Flag for call 




13 kb=peek(gintout+8) 


1 Left button 




Return on entry 






2 Right button 




1 Return on exit 






kb=Current keyboard state 




5 poke gintin+2,x x=Coordinate of rectangle 






No key pressed 




(upper left corner) 






1 Right shift key pressed 




6 poke gintin+4,y y=Coordinate of rectangle 






2 Left shift key pressed 




(upper left corner) 






4 Control key pressed 




7 poke gintin+6,xw xw=Width of rectangle in pixels 






8 Alternate key pressed 




8 poke gintin+8,yh yh=Height of rectangle in pixels 










9 gemsys(22) OPCODE 








TIMER 


Waits for a specified amount of time to pass. 










BASIC CODE DESCRIPTION 




BASIC CODE 


DESCRIPTION 




1 a#=gb 




4 poke gintin+2,hi 


hi=High word of long value (0) 




2 gintin=peek(a#+8) Define integer input 




5 gemsys(24) 


OPCODE 




3 poke gintin.lo lo= Low word of long value 










1 1 Millisecond 










1000 1 Second 










60000 1 Minute 








DCLICK 


Gets or sets the mouse double click speed. 










BASIC CODE DESCRIPTION 




BASIC CODE 


DESCRIPTION 




1 a#=gb 




5 poke gintin+2,fl 


fl=Flag to set or get double click speed 




2 gintin=peek(#+8) Define integer input 






Get speed 




3 gintout=peek(a#+12) Define integer output 






1 Set speed 




4 poke gintin.cv cv=Double click speed 




6 gemsys(26) 


OPCODE 




Slow 
1 




7 cs=peek(gintout) 


cs=Double click speed 




2 

3 

4 Fast 




Note: If the value in Line 


5 (fl) is (get speed), 






the value in Line 4 


is ignored. 



ST-LOG 



APRIL 1986 /PAGE 73ST 







C O M P U 1 


£ R S 


WE / 




GUARANTEE/ 




TO BEAT ANY / 




ADVERTISED / 




PRICE / 

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M 130 XE 
M $CALL 


H & D 4th 

$65 


M HABA10MGBYTE 
M $575 


ZORKI 
$25 


m HAYES 1200 MODEM 
M $379 


CHECKMINDER 
$39 


U CITIZEN MSP10 

M PRINTER 
M $265 


HIPPO C 
$39 

P/C INTERCOM 
$75 



CALL TO ORDER ALL SOFTWARES 
HARDWARE AVAILABLE. 

WRITE TO BE PLACED ON MAILING LIST 

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All systems include all hardware, interlace, 
cables, & user's manual with applications guide. 

/MIDITRACK 

MIDITRACK II (48K REQUIRED) $349.74 

MIDITRACKIII (130 XE) 374.74 

MIDITRACK ST (520 ST) 574.74 

SESSIONS PLAYER PROGRAM INCLUDED FREE! 

CASIO CZ101 MIDI SYNTHESIZER CALL 

CALL FOR BUNDLED PRICES AND INFO. 



// 



GE.MSYSO continued 



CIRCLE #127 ON READER SERVICE CARD 



22 pixels from the top of the screen (in low and medi- 
um resolution). 

The GEMSYS() demo program 
(medium resolution). 

This is a simple program. It draws an expanding 
box which ends in a rectangle in the middle of the 
screen. As you move the mouse in and out of the box, 
it exhibits all the predefined forms the mouse pointer 
can have. As you enter or exit the rectangle, the X- 
and Y-coordinates are displayed at the top of the 
screen. To exit the program, hold the left mouse but- 
ton down while entering or exiting the rectangle. 

Conclusion. 

The GEMSYS() command is a little more involved 
than its companion command, VDISYS(). Once you 
have some of the information needed, it's not too hard 
to program using the GEMSYS() command. 

Although I've only presented a handful of the AES 
functions in this article, along with the demo pro- 
gram, you'll find that it's not very difficult to use the 
AES library from BASIC, fl 

Jim Luczak maintains and operates electronic tel- 
ephone switching and processing equipment. He's 
been writing computer programs since 1979. He got 
his first Atari in 1980, and has written in BASIC, C, 
LOGO, FOBTH, Action.', and 6502 assembly. He en- 
joys writing dedicated database programs. 

Listing 1. 
BASIC listing. 

100 ' XXXXXXXXXXXXXXXXXXXXXXXX GEM5YS 
CJ DEMO PROGRAM XXXXXXMXXXXXXXXXXXXXXX 

110 ' XXXXXXXXXXXXXXXXXXXXXXXXXXXX by 
JIM LUCZAK XXXXXXXXXXXXXXXXXMXXXXXXXX 

120 

130 . IMI 

TIALIZE PROGRAM 

140 fullw 2:clearw 2: f lag=0:bs=O:of f 

set=22 

150 atl=gb 

160 gintin=peekCatt+83 : ■ 

Defint Integer input 
170 gintout=peek(att+12) :■ 

Define Integer Output 
180 a$="Hold LEFT House button down 
when entering or exiting box to EXIT d 
emo" 

190 ■ DRAM 

GROMING BOX 

200 poke gintin.320: 1 

X coordinate initial size 
210 poke gintin+2,75+offset: ■ 

Y coordinate initial size 
220 poke gintin+4,2:' 

Initial Width 
230 poke gintin+6,1:' 

Initial height 
240 poke gintin+8,270: ' 

X coordinate final size 
250 poke gintin+l0,25+of fset: ' 

Y coordinate final size 



PAGE 74ST / APRIL 1986 



ST-LOG 



266 poke gintin+12,100: ■ 

Final Width 
270 poke gintin+14,100: ■ 

Final height 
288 geHsys(73):' 

Graf growbox 
298 
H BOK OUTLINE 



DRfi 



300 
310 
320 
330 
340 
350 
INTER LOCATION 



linef 270,25,370,25 
linef 370,25,370,125 
linef 370,125,270,125 
linef 270,125,270,25 
gotoxy 3,14:?a$ 



FIND PO 



360 gensys(79J : ■ 

Graf Hkstate 
370 HX=peek(gintout+2J : ' 

Current X coordinate of pointer 
380 Hy=peekfgintout+4) : " 

Current Y coordinate of pointer 
390 flag=o 

400 if CHX>270 and HX<370) and (My>2 
5+offset and ny<125+of fsetJ then flag= 

410 ■ SET UP PARA 

METERS FOR MOUSE EVENT 

420 poke gintin+2,270: ■ 

X coordinate of rectangle 
430 poke gintin+4,25+of fset: • 

Y coordinate of rectangle 
440 poke gintin+6,100: " 

Width of rectangle 
450 poke gintin+8,100: ■ 

Height of rectangle 

460 ■ MAKE SURE M 

0U5E POINTER IS VISIBLE 

470 poke gintin,257:" 

Show House forw 
480 geHsysC78):' 

Graf House 

490 ■ MAI 

N PROGRAM LOOP 



680 poke gintin+10,25+of fset: ■ 

Y coordinate initial size 
690 poke gintin+12,100:' 

Initial width 
700 poke gintin+14,100:' 

Initial height 
710 geMsysC74): a 

Graf shrinkbox 

720 ' MAKE SURE MOU 

SE POINTER IS AN ARROW 

730 poke gintin,0:' 

Make nouse forn an ARROW 
740 gensysf783 : * 

Graf House 

750 ■ CLEA 

N UP AND END 



760 poke gintin,256 
770 gensyst78) 
780 clearw 2:end 



500 While bs=0 

510 poke gintin, index: ' 

Mouse forn 
520 geHsys(78):' 

Graf House 
538 poke gintin, flag: * 

Flag for event House call 
548 geHsys(22):' 

Event House 
558 HX=peekCgintout+2J : ■ 

X coordinate of House 
568 ny=peek Cgintout+4) : ■ 

Y coordinate of House 
570 bs=peek (gintout+6) : ' 

State of House button 
588 if flag=6 then f lag=l:b$="Mouse 
ENTERED" else f lag=fl : bS="Mouse EXITED" 
598 gotoxy 9,l:?bS" box at these Coo 
rdinates. X - "hx" y = "ny" " 
600 index=index+l: if index>7 then in 
dex=8 
610 wend 

620 ■ DRAM SH 

RINKING BOX 

630 poke gintin, 320:' 

X coordinate final size 
640 poke gintin+2,75+of fset: " 

Y coordinate final size 
650 poke gintin+4,2:' 

Final width 
660 poke gintin+6,1:" 

Final height 
670 poke gintin+8,278: " 

X coordinate initial size 



ST CHECKSUM DATA. 

(see page 53ST) 



180 data 564, 146, 477, 876, 310, 8, 

830, 136, 361, 827, 4527 

200 data 210, 260, 640, 668, 103, 41 
, 493, 588, 718, 809, 4530 

300 data 485, 533, 654, 554, 209, 11 
2, 688, 674, 682, 171, 4762 

400 data 188, 395, 320, 215, 426, 49 
0, 623, 937, 328, 846, 4768 

500 data 749, 552, 312, 131, 440, 47 
, 56, 156, 813, 443, 3699 

600 data 310, 57, 789, 836, 989, 222 
, 319, 408, 449, 945, 5324 

700 data 943, 892, 556, 867, 322, 49 
9, 395, 737, 939, 6150 



Atari ST Software 



o. 



C-Shell 



Unix-slyle Command Interpreter 

• Standard I/O with Redirection, Pipes and Filters • 

• Shell Scripts & Variables • Aliases • History Substitutions • 

• Runs TOS and. GEM Programs • Full Set of Software Tools ■ 

• Easy-to-read Tutorial & Manual Included • 

$49.95 



D 



RTX 



Multitasking Operating System Kernel 

• Runs off-the-shelf ST Programs - No Compiling • 

• Fully Compatible with TOS BIOS and GEMDOS • 

$69.95 

Beckemeyer Development Tools 

592 Jean St #304 • Oakland CA 94610 
Orders and Info: (415) 658-5318 

(CA residents add 6.5% sales tax) 

CIRCLE #128 ON READER SERVICE CARD 



ST-LOG 



APRIL 1986 / PAGE 75ST 



BRATACCAS 

PSYGNOSIS LIMITED 

1st Fl., Port of Liverpool Bldg. 

Pier Head, Liverpool L3 1BY 

England 

520ST $39.95 

(Medium or high resolution) 

by Clayton Walnum 



Over the years, I've played oodles of 
adventure games (as have we all). One 
of the hazards of this type of dedicated 
usage is that, even though the games are 
still well done and challenging, one 
tends to become a bit jaded. After all, 
each Infocom game looks much the 
same as the next. This repetition in de- 
sign is also evident in games like the Ul- 
tima series. As a matter of fact, virtually 
all adventure games bear a resemblance 
to those which have gone before. 

Sooner or later, it's bound to happen 
— boredom sets in. There are no sur- 
prises anymore. When was the last time 
you booted up an adventure game and 
said, "Wow!" when it came up on the 
screen? 

So, when I say I was stunned by this 
new import from England, it should be 
a clue to you that something significant 
is going on here. 

The story goes like this. . .You're 
Kyne, a genetic scientist who's discov- 
ered a process for the creation of a su- 
perbeing. The government decides that, 
rather than use these beings for peace- 
ful causes, it would be a great idea to 
set up an army trained to kill. Kyne, be- 



ing of a nonviolent bent, refuses to pass 
his research on to the authorities and 
goes into hiding. 

The government doesn't find this to 
be an adequate solution to their differ- 
ences. They immediately place a warrant 
on Kyne's head, accusing him of selling 
his studies to the underworld. Of course, 
the underworld does have an interest (an 
understatement) in Kyne's research. 
They figure that, "Hey, he's on the run. 
Maybe we can get him to work for us." 

And so, Kyne finds himself pursued 
by both extremes of the law (or perhaps 
they're really quite similar). 

Escaping from Earth, Kyne makes his 
way to a small mining asteroid where 
he's heard that evidence attesting to his 
innocence exists. The name of the aster- 
oid? Brataccas. 

Playing Brataccas is like stepping 
right into a comic book, getting that 
chance every kid dreams of — to become 
the hero. Each character is detailed and 
lifelike in movement. 

As the citizens of Brataccas make 
their way about the asteroid, they ex- 
change pleasantries (or nasty remarks, 
depending on who's doing the talking). 
In the comic book tradition, word bub- 
bles appear over the characters' heads 
when they speak. These bubbles follow 



them as they stride onto or off of the 
screen, allowing plenty of time to read 
their contents. 




Brataccas. 

Quite honestly, this game looks so 
great you don't even have to play. Just 
slap it into movie mode, sit back and 
watch. . .Saturday morning cartoons! 

When you get ready to play, you may 
control Kyne in one of three ways. The 
default control mode is with the mouse 
(natch). The two other possibilities are 
joystick or keyboard. Should you choose 
to send Kyne on his way from your key- 
board . the program allows you to define 
the keys you wish to use, a nice feature. 

Be forewarned. Due to the large num- 
ber of possible movements, manipulat- 
ing Kyne can be a bit clumsy at first. Be 



PAGE 76ST/ APRIL 1986 



ST-LOG 



patient. With a little practice, you'll 
soon be running and jumping with the 
best of them. I found that, of the three 
control methods, the joystick worked 
best for me. 

The gameplay consists of moving be- 
tween rooms (or on the surface of the as- 
teroid), gathering clues, bribing the 
inhabitants for information and gener- 
ally trying to stay out of trouble. You 
must keep a low profile while you search 
frantically for your salvation. 

Should you run into serious difficul- 
ty, you've no choice but to draw your 
sword and battle it out. When fighting, 
there are various thrusts and parries 
available to you. The action is quite life- 
like; when you become skilled with 
your weapon, the battles can be surpris- 
ingly exciting. 

Beware: most of the swordsmen in 
this game know their stuff. If you're not 
careful, you'll find a word bubble over 
your head with the exclamation 
"Arrrrgggggg!" — which means it's back 
to the start of the game for you. 

The safest way to deal with people on 
Brataccas is with your sword undrawn. 
If you have a money bag or a bottle of 
the asteroid's best, you can get a lot of 
information from the Snitches. These 
guys hang around the bars waiting to 



trade their knowledge for a little of that 
green stuff or perhaps a good stiff drink. 

Brataccas is a neat place. Scattered 
throughout the rooms are all sorts of 
gadgets, such as rotating cameras (Big 
Brother is watching you . . . ) and video 
screens where a game of Space Invaders 
is frequently interrupted for important 
news flashes. On Tannoys (speakers) you 
can listen to police broadcasts. There are 
switches to turn various items on and 
off, not to mention Electro Bombs, mon- 
ey bags, bottles of booze, scrolls, IDs 
and, of course, the evidence itself. 

There are about sixteen different 
characters on Brataccas, each with their 
own distinctive appearance and person- 
ality. One of my favorites is Commander 
Stopp, the chief of police, who lost his 
legs in a laser fight and now moves 
about in a jet-propelled hover dish. 

Other characters consist of the afore- 
mentioned Snitches, the ubiquitous po- 
lice, several bar owners, guard droids, 
assassins and the evil Kol Worpt, Bratac- 
cas' arch-villain in residence. They all 
move about freely, and you never know 
where or when you're going to bump 
into someone significant. 

The manual is attractive, sporting a 
cover by one of my favorite artists, Roger 
Dean (all you Yes fans will immediate- 



ly recognize his distinctive style). The 
text, printed on slick paper, is well writ- 
ten and, many times, downright funny. 
These people definitely have a sense of 
humor. Wait until you see the hint sheet 
on page 27. 

Besides all the funny business, the 
game's functions are accurately describ- 
ed, and the story background is a quick, 
fun read. As an added convenience, the 
rear of the manual contains a pocket for 
storage of the disk, which makes the 
package easy to keep together on a book 
shelf. 

Also included in the package is a 
poster of the cover art. It's a nice little 
plus that goes well beyond the call of 
duty. 

Psygnosis should be congratulated on 
a fine effort. I can't wait to see what 
products they'll be bringing to the mar- 
ketplace in the future. If this game is any 
indication of what's in store for ST ad- 
venturers, then there are exciting times 
ahead. What can I say? Buy it. H 



ST-LOG 



APRIL 1986 / PAGE 77ST 



STylish Software 



No question about it, the new Atari 520 ST™ is a 
remarkable computer. And nothing complements a great 
computer better than great software and great peripherals. 



HabaWriter™. A full-function word processor, featuring 
windows for simultaneous multiple document editing as 
well as pull-down menus for fast access to program 
commands. Advantageous use of the mouse means never 
having to memorize cryptic commands again. HabaWriter 
is the word processor your 520 ST has been waiting for. If 
you do any writing at all, take a look at HabaWriter. 
Suggested Retail: $74.95 



Habadex PhoneBook™ is the elegant way to store phone 
numbers. And it not only stores numbers, but it can dial 
them as well. It works and looks just like the flip-up phone 
book that you're used to. Long distance services like MCI 
and Sprint can be automatically dialed so you don't have 
to. The PhoneBook can sort on any field, is versatile 
enough to handle other types of information and can even 
print mailing labels. (Automatic dialing requires either a 
HabaModem™ or any Hayes™ compatible modem.) 
Suggested Retail: $49.95 

The new HabaDisk™ 10 Megabyte hard disk for the 520 
ST is a Winchester plug-in hard disk that is capable of 
storing the equivalent of more than 12 dual-sided 800K 
diskettes and retrieves information in seconds (3 msec, 
track-to-track access time). It is self-powered and 
completely Atari ST compatible (including Atari Desktop 
and GEM™ DOS). Suggested Retail: $699.95 



Also available for the 520 ST: 

Haba Checkminder™— Suggested Retail: $74.95 

Haba Mail Room™— Suggested Retail: $74.95 

HabaMerge™— Suggested Retail: $39-95 

Solutions: Wills™— Suggested Retail: $49-95 

Solutions: Business Letters™— Suggested Retail: $49.95 




520 ST is a trademark of Aiari Corp. HabaWriter, Habadex PhoneBook, HabaModem, HabaDisk, Haba Checkminder, Haba Mail Room , HabaMerge, Solutions: Wills, and Solutions: Business Letters are trademarks of Haba 
Systems, Inc. Hayes is a trademark of Hayes Microcomputer Corp. GEM is a trademark of Digital Research, Inc. 



STupendous Storage 



r i 6711 Val jean Avenue 



Van Nuys, CA 91406 
(818) 989-5822 • (800) HOT HABA (USA) • (800) FOR-HABA (CA) 



MI-TERM 
MICHTRON 
576 S. Telegraph 
Pontiac, Ml 48053 
(313) 334-5700 
520ST $50.00 



by Arthur Leyenberger 

In the six months the Atari 520ST 
computer has been available, one com- 
pany has stood out as having the most 
complete line of software for it. It's one 
thing to have an extensive line of soft- 
ware, but if the software isn't up to par, 
then the distinction becomes moot. 
MichTron, a small Michigan software 
company, holds this honor — and well it 
should, since all of its products are qual- 
ity efforts. 

MichTron entered the ST software 
sweepstakes with the first arcade game, 
Mudpies, and has since concentrated 
mostly on utility software. I've been us- 
ing M-Disk (ramdisk) and M-Utilities 
(sector and disk copier) for several 
months. Now MichTron has entered the 
application market with their new tele- 
communications program, Mi-Term. 

The first thing you notice about Mi- 
Term is that it uses the familiar GEM 
features, like drop-down menus and di- 
alog boxes. Naturally, selecting options 
is performed by pointing and clicking 
with the mouse. In addition, any previ- 
ously loaded desktop accessories — a 
calculator, the control panel or printer 
driver — are available from within the 
program, as they should be in a proper- 
ly designed GEM application. 

Mi-Term is truly a full-featured tele- 



communications program. In addition to 
providing simple two-way communica- 
tion capability between a variety of com- 
puter systems, Mi-Term allows you to 
automate your log-on procedure, as well 



I I 


j I 151 ; lilt % 
\ 111 <lll 

1 1 m ; m I 






■KETKEBi 

;«bcxj 




' nsa mnr; 


n~in«n 







Mi-Term. 

as your most frequently used commands 
and ASCII uploads, to conserve valuable 
connect time. Any number of custom 
configurations may be saved as indivi- 
dual files and loaded whenever you 
want them. This avoids repeated setups 
and allows an expert user to design a 
system that a beginner can easily follow. 
Mi-Term supports two different error- 
checking protocols for flawless file 
transfer: DFT and XMODEM. Eight 
different operating speeds (up to 9600 
baud) may be used, and an automatic 
capture buffer is provided. The buffer 
file may be changed at any time. Its cur- 
rent name is always displayed on the Mi- 



Term menu bar, and the contents may 
be viewed whenever you wish. 

One useful aspect of this feature is the 
visual indicator that shows how many 
characters have been saved into the buff- 
er. There's a bar along the bottom of the 
screen, much like a GEM slider bar, 
which shows the percentage of memo- 
ry buffer currently in use. As more char- 
acters are added to the buffer, the bar im- 
mediately displays the change. 

One of the features that makes Mi- 
Term an outstanding program is its so- 
called macro capability. Up to fifty-six 
individual command strings can be as- 
signed to unique keys. The twenty-six al- 
phabetical keys are used with the AL- 
TERNATE key, and function keys Fl to 
F10, are used individually, as CTRL-F1 
to FLO and as ALT-Fl to F10, to provide 
what MichTron calls "presets." The defi- 
nitions of these presets are saved in the 
Mi-Term configuration files for future 
use. 

With the presets menu from the top 
menu bar, you can view, change or add 
new character strings to your function 
keys. An extensive set of options is avail- 
able with this feature. The various spe- 
cial functions available within the preset 
strings are implemented by imbedding 
certain control sequences (displayed on 
the screen for ease of use) in the preset 
string. Waiting for certain characters 
from the host, setting character and line 



PAGE 80ST/ APRIL 1986 



ST-LOG 



REVIEW 



v/ 



delays, toggling the screen — or just 
some of the functions — on and off. 

There are too many options to de- 
scribe here, but basically you have the 
ability to build macros that will work 
with any on-line computer system ima- 
ginable. As a thoughtful and useful 
touch, MichTron has provided several 
files on the distribution disk, showing 
previously created presets for such pop- 
ular on-line services as CompuServe, 
Delphi, MCI Mail, etc. 

Uploading can be performed in either 
DFT or XMODEM protocols. To upload 
a file, you simply click on the protocol 
desired, at which time a dialog box ap- 
pears, listing the files on the disk. Once 
you've clicked on a file, another dialog 
will appear on-screen, showing the 
name of the file selected and the total 
number of blocks required to send it, 
along with the message awaiting hand- 
shake. 

Once communication with the remote 
system begins, Mi-Term constantly in- 
forms you of the block number being 
sent, the percentage of the file already 
sent, and the percentage of blocks sent 
that did not require retransmission (er- 
ror-free rate]. Also displayed are the 
number of re-tries for the current block 
in progress and any messages relevant 
to the upload. Again, the quality of the 
program is apparent — when the upload 



is complete, the computer will beep at 
you as a signal. 

Downloading is as straightforward as 
uploading. You would select either X- 
MODEM or DFT protocol, and a dialog 
appears listing the files on the disk. 
Point and click at a filename or type in 
a new one, to begin the download. The 
same dialog box is used as in the upload 
mode, to monitor the progress of the file 
transmission. 

To download an ASCII file, no special 
protocol is necessary. Either open and 
close the capture buffer manually to re- 
ceive ASCII text, or, if the remote sys- 
tem supports the capture buffer transfer 
mode [also known as DC2/DC4), it will 
be done automatically. 

Finally, you can use the options menu 
to edit, load and save Mi-Term's options 
and parameters. Some of the options you 
can select are: dump incoming text to a 
printer; toggle the screen on and off; tog- 
gle a character filter on and off, to strip 
out unwanted control codes; select one 
of three line feed modes, to add or not 
add a line feed to each incoming car- 
riage return character; toggle the clock 
display on and off and reset it; and send 
a true break. 

You can change your RS-232 para- 
meters (parity, baud rate, number of stop 
bits, etc.), in order to suit the remote sys- 
tem you're communicating with. This is 



done by calling up the dialog box and 
clicking the mouse button on your 
choices. Information about the current 
status of Mi-Term and the RS-232 port 
is always displayed in the status line, just 
beneath the menu bar at the top of the 
screen. Functions that are active are dis- 
played in black on the white back- 
ground, whereas inactive functions are 
shaded in gray. 

Overall, Mi-Term is an excellent tele- 
communications program. Kudos should 
be given to the author, John Weaver, for 
not only creating a useful program, but 
designing it in such a way as to be easy 
to use. If you want or need more features 
than are provided in, say, ST-Talk, yet 
don't want to spend a $100 for PC/Inter- 
com and get only a text-based program, 
then you should seriously consider 
MichTron's latest product. 

Further, all of the commands and op- 
tions work with the intuitiveness of the 
GEM interface — point to the desired 
menu name, it drops down, and you 
point and click on the command. I can't 
think of an easier, more feature packed 
program than Mi -Term, fl 



ST-LOG 



APRIL 1986 / PAGE 81ST 



CAL COM INC. 

P.O. Box 2601 6820 Orangethorpe, Suite A 

Silver Spring, MD 20902 Buena Park, CA 90620 
(301) 681-9121 (714) 523-5353 

HARDWARE 

520ST (512K Memory) Monochrome Package $699.95 

520ST (512K Memory) RGB Color $849.95 

520ST 1024K Memory Upgrade (Includes Ramdisk Software) $200.00 

520ST ROMS $ 25.00 SF314 Double Sided Drive . . $239.95 

Atari 130XE $135.00 Atari XM301 Modem $ 39.95 

Omniview XE/XL $ 49.95 Omniview for 256K-800XI $ 49.95 

130XE With Omniview XE/XL Installed (with dual operating system) $199.95 

Newell 256K Upgrade for the 800XL (Includes Mydos 4.1) $ 79.95 

Newell 256K Sector Copier (800XU130XE) $ 17.95 

Ramrod XL/XE (includes Omnimon) $ 68.00 

Happy 810/1050 Enhancements $135.00 

1050 Duplicator (The Ultimate Disk Backupl) $135.00 

Happy 1050 Disk Drive (1050 Happy Enhancement Installed) $299.95 

ICD P:R: Connection Interface Module $ 65.00 

ICD R-Time 8 Cartridge $ 56.00 

ICD Doubler with Sparta DOS Construction Set! $ 45.00 

ICD US Doubler Installed in New 1050 Disk Drive) $199.95 

Atari 850 Interface (In Stock) $109.95 

Supra Microprint Printer Interface $ 39.95 

Supra 1 1 50 Printer Interface $ 54.95 

Volksmodem 12 (300/1200!) Includes ST or 850 Cable $199.95 

Star Gemini 10X Printer (520ST or 8 Bit Compatible) $189.95 

Star SG-10 Printer (520ST or 8 Bit Compatible) $249.95 

520 ST SOFTWARE 

ST-Copy (Fastest copy program available) Backs up all Atari 520ST 

Software to date! Dealer inquiries welcomed $ 34.95 

FoReM ST (BBS Program for the ST!) $ 89.95 

ST-Term (Version 1.1) $ 34.95 

Zoomracks $ 64.95 

PASCAL by OSS $ 59.95 

Sundog $ 29.95 

Bratacas $ 34.95 

Compulsive Copier (Dealer inquiries welcomed) $ 34.95 

800/XL/XE SOFTWARE 

Basic XE $ 49.95 Basic XL $ 39.95 

FoReM XE (Version 1.2A) . . . .$ 50.00 Action/ MAC/65 Cartridges . . .$ 49.95 

CUSTOM BBS PACKAGES AVAILABLE UPON REQUEST, CALL FOR INFOI 

VISA/MC accepted (add 4%), or send a cashiers check, money order, or call and order COD. Please 

add $5.00 per order for shipping and handling. Sales Tax: CA add 6% — MD add 5%, 

CALL THE CAL COM BBS (24 HOUR 300/1200 BAUD): (301) 681-8933 



ST INDEX TO ADVERTISERS 



V/ 



READER SERVICE # 



ADVERTISER 



118 Abacus Software 50ST 

131 Applied Computers, Inc 82ST 

132 Atari Corp 83ST, 84ST 

128 Beckemeyer Development Tools 75ST 

130 CAL COM 82ST 

127 Coast to Coast Computers 74ST 

121 Commnet Systems 55ST, 82ST 

129 Eugi/Haba 78, 79ST 

125 Martin Consulting 66ST 

124 Megamax, Inc 59ST 

120 MegaSoft 54ST 

119 Progressive Computer Products 52ST 

126 Regent Software 66ST 

139 Rocky Mountain Atari Service 82ST 

122 Serious Software 55ST 

123 Soft Logik 58ST 



CIRCLE #130 ON READER SERVICE CARD 



CIRCLE #139 ON READER SERVICE CARD 



FoReM ST 



II.LJ 

o 

\\\mm 


sS3s*. ROCKY MOUNTAIN 

1750 30th STREET • BOULDER, CO 80301 


B 
Si 




ElHiAKiStifYiUE 

FACTORY AUTHORIZED NETWORK 


"II 

m 

IHUIl 


III^M 


EXTENDED SERVICE CONTRACTS 
SALES • CONSIGNMENTS • TRADE-INS 

TO FIND THE SERVICE CENTER NEAREST YOU 

NATIONWIDE — Dial: 1-800-66-ATARI 

IN COLORADO — Dial: 1-800-55-ATARI 

DENVER/BOULDER Metro — Dial: 44-ATARI 

VISIT ELECTRIC LAND: 303/447-ABBS 


irn 

S^fiiii 

3 IMIII 

situ 




The Last Word in Atari™ Bulletin Board Systems 



e 1985 Matthew R. Singer 



Commnet Systems-7348 Green OakTerrace, Lanham MD20706-301-552-2517 



#1 

source 

'for all 520ST 

'and for all 1 30XE 

'software and hardware 



Call for FREE ST newsletter 



^ttrfVi/iViViVi/hVill 

_» CEL I i I. i ii i i I i >l i I jj 



CIRCLE #121 ON READER SERVICE CARD 



Authorized ATARI 520ST Dealer 



1 -800-4-ATARIS 

(1 -800-428-2747) 



APPLIED COMPUTERS, Inc. 

16220 Frederick Rd. 
Gaithersburg, MD 208 7 7 



Terms, VIsa/MC/Cholce/Amex. Prepaid orders ship- 
ped free. COD orders accepted. All orders shipped 
UPS. Open 7 days a week. MO residents add 5% 
sales tax. 

CIRCLE #131 ON READER SERVICE CARD 



PAGE 82ST/ APRIL 1986 



ST-LOG 




1 'J&L. *>»r^P^ 



THE ST COMPUTER LINE 

FROM ATARI. 



IT'S LIKE GETTING THE POWER AND SPEED 01 A FERRARI 

FOR THE PRICE OF A FORD. 



When Atari introduced the 520ST™, 
we set the personal computer industry 
on its ear. 

Nobody had ever produced a machine 
so powerful and technically advanced 
for such an incredibly low price. 
Nobody but Atari has done it yet. 

The competition was stunned. 

The critics wrote rave reviews. 
* And consumers were ecstatic. 

We could have rested on our laurels, 
but we didn't. 

Instead, Atari extended the ST concept 
to. a new computer called the 1040ST™. 

The amazing new 1040 ST is even 
more powerful than the 520ST and 
years ahead of all the competition at 
almost any price. The only question in 



ATARI • 
104 OST* 


COMMODORE® 
AMIGA'" 


IBM- 
PCAT™ 


APPLE® 
Macintosh™ 


APPLE lie® 


Price 


S999 


$1795 


$4675 


$1995 


$1295 


CPU 
Speed MHz 


68000 
6.0 


68000 
7.16 


80286 
6.0 


68000 
7,83 


65002 
1.0 


Standard RAM 


1 MB 


256K 


256K 


512K 


128K 


Standard ROM 


192K 


192K 


64 K 


64K 


16K 


Number of Keys 


95 


89 


95 


59 


63 


Mouse 


Yes 


Yes 


No 


Yes 


Optional 


Screen Resolution 
{Non-interlaced Mode) 
Color 
Monochrome 


640x200 
640x400 


640x200*'* 
640x200**' 


640x200 
720x350" 


None 
512x342 


560x192 
560x192 


Color Output 


Yes 


Yes 


Optional 


None 


Yes 


Number of Colors 


512 


4096 


16 


None 


16 


Disk Drive 


3.5" 


3 5" 


5.25" 


3.5" 


5.25" 


Built-in Hard Disk 
(DMA) Port 


Yes 


No 


Yes 


No 


No 


Midi Interface 


Yes 


No 


No 


No 


No 


# of Sound Voices 




4 


1 


4 


I 



Atari 520ST with S12K RAM, $799. 

"Connects to standard color TV For RGB color monitor add $200. 
' "With optional monochrome board (non bit-mapped). 
"•Interlace Mode - 640x400. 



Ferrari is a registered trademark of Ferrari Italia SpA and Ferrari ol 
America. Inc. Ford is a registered trademark of Ford Motor Company. 
IBM and PCAT are registered trademarks of International Business 
Machines Corp. Commodore and Amiga are trademarks ol Com- 
modore Electronics LTD. Apple, Apple lie. and Macintosh are 
trademarks of Apple Computer, Inc. Atari, 520ST, 1040ST, and ST are 
trademarks ol Atari Corp. 




1986 isn't which 
company to buy 
a computer 
from, but which 
computer to buy 
from Atari. 

At $799, the 
520ST gives you 512 Kbytes of RAM, a 
high -resolution monochrome monitor, 
2 -button mouse, and 3.5" disk drive. 

At $999, the 1040ST gives you 1024 
Kbytes of RAM, an ultra high- resolution 
monochrome monitor, 2 -button mouse, 
and a built-in double-sided 3.5" disk 
drive, plus built-in power supply. Both 
the 520ST and the 1040ST can be con- 
nected directly to your own color TV 
Or you can add an Atari RGB color monitor 
to get the sharpest, most colorful images 
possible. Add $200 for color monitor. 

It's simply a matter of choosing which 
model best fits your needs. 

And whether you choose the 520ST 
or the 1040ST you'll be getting the 
power and speed of a Ferrari for the 
price of a Ford. 

In fact, you'll save hundreds and in 
some cases thousands of dollars over 
comparable computers. Which is why 
consumers are still ecstatic. Why the ' 
critics are still writing rave reviews. 
And why the competition is still stunned. 



AATARt 

POWER WITHOUT THE PRICE: 

CIRCLE #132 ON READER SERVICE CARD 



6:MT=WT-45:G0T0 1790 

1670 GOTO 1790 

1680 H = IHT C1G*RHD CO) ~4) +60 : WT=IHT CI . 6* 

H)+INTC30*RNDCG)-10):IF A=l THEN H=H~6 

;HT=HT-20:G0T0 1790 

1690 GOTO 1790 

1700 H=INTC10*RNDCG)-4)+48:HT=IHTC2.2* 

H)+INTC30*RNDCG)-10) :IF A=l THEN H=H"2 

:WT=WT-30:G0T0 1790 

1710 GOTO 1790 

1720 H = INT C6*RND CO) -3) +42 : MT=INT C2 . 1*H 

)+IHTC20*RNDCG)-8) :IF A=l THEN H=H~3:W 

T=WT-5:G0T0 1790 

1730 GOTO 1790 

1740 H=IHT C9*RND CO) -31+36 : HT=INT f 1 . 9*H 

)+IHTC20*RNDC0)-8) !IF A=l THEM H=H~3:W 

T=HT-15:G0T0 1790 

1750 GOTO 1790 

1760 H=INT C12*RHD CO J -6) +66 : WT=IHT CI . 7* 

H)+IHTC4G*RNDC0)-2G):IF A=l THEN H=H~4 

:WT=HT-35:G0T0 1790 

1770 GOTO 1790 

1780 H=INT C8*RND CO) -4) +66 : WT=INT C2 ■ 1*H 

)+INTC56*RNDC0)-16) :IF A=l THEM H=H~4 : 

HT=HT-3fl:G0T0 1790 

1790 FT=INTCH/12) :A=FT*12:IN=H~A 

1800 RETURH 

1810 GRAPHICS l:POKE 752,1:P0KE 712,12 

8:P0KE 711,134:P0KE 708,40:P0KE 709,0: 

G05UB 3600 

1820 POSITION 2,3:? M6;FTR$ : POSITION 2 

,4:? M6;BARB$:P05ITI0N 2,5:? M6;RNG$:P 

OSITION 2,6:? M6;CAV$ 

1830 POSITION 2,7:? M6;PAL$ : POSITION 2 

,8:? 116 ;CLE$: POSITION 2,9:? M6;DRU$:P0 

SITION 2,10:? M6;MUS 

1840 POSITION 2,11:? tt6; ILLS : POSITION 

2,12:? Bij;THFS:POSITION 2,13:? M6;ACBT 

S: POSITION 2,14:? M6;ASS 

1850 POSITION 2,15:? M6;M0S 

1860 RETURN 

1870 IF LU<10 THEM PP=25+LV*5 :GOTO 191 



1880 IF LV<12 THEM PP=LV*10-20 

1890 IF LV>15 THEM PP=125 

1900 IF LV=15 THEN PP=115 

1910 0L=21+LV*4 

1920 IF LV>4 THEN 0L=37+ CLV~4)*5 

1930 IF LU>17 THEN 0L=99 

1940 TT=15+LV*5 

1950 IF LV>16 THEN TT=99 

1960 M5=9+LV*6 

1970 IF LV>3 THEN MS=33+ CLV~4)*7 

1988 IF LV>6 THEN M5=47+ CLV~7)*8 

1998 IF LV>12 THEM MS=99 

2000 HS=5+5*LV 

2810 IF LU>4 THEN H5=25+6*CLV~4) 

2020 IF LV>8 THEN HS=49+7«CLV-8) 

2030 IF LU>12 THEN HS=77+8*CLV~12) 

2040 IF LV>14 THEM HS=99 

2050 HN=10+INTCLV/2)*5 

2060 CH=84+LV:IF LV>4 THEN CM=88+2*CLV 

-4) 

2070 IF LV=10 THEN CW=99 

2080 IF LV>10 THEN CW=99+ C CLV-101/10} 

2090 RL=5*LV:IF LV>16 THEN RL=80 

2100 B=ATC4,N):IF B=9 THEN PPM-PPM-15: 

0LM=0LM-10 : FTM=FTM~10 : MSM=MSM~20 : HS=H5 

-10 



2110 IF B=10 THEH PPM=PPM-10 : 0LH=0LM-5 

: FTM=FTM-10 : M5M=M5M-15 : HSM=HSM~5 

2120 IF B=ll THEN PPM=PPM-5 : FTM=FTM~5 : 

MSM=MSM-10 

2130 IF B=12 THEN MSM=MSM-5 

2140 IF B=16 THEN 0L=0L+5 

2150 IF B=17 THEN PPM=PPM+5 : 0LM=0LM*10 

: M5M=M5M+5 : HSM=HSH+5 

2160 IF B=18 THEN PPM=PPM+10 :0LM=0LM+1 

5 : FTM=FTM+5 : MSM=MSM+10 : HSM=HSM+10 

2170 PP=PP+PPM:0L=0L+0LM:TT=TT+FTM:M5= 

MS+MSM:HS=H5+HSM:HN=HN+HNM:CM=CW+CWM:R 

L=RL+RLM 

2190 RETURN 

2200 IF CLS="MOHK" THEN 2260 

2210 ? Ml:? M1;"PICKING POCKETS ";P 

P;"X";,,"HIDE IN SHADOWS ";HS;"X" 

2220 ? M1;"0PEN LOCKS ";OL;"Y." 

;,,; M HEAR NOISE ";HN;"X" 

2230 ? M1;"FIND/REM0VE TRAPS ";TT;'T" 

;,,;"CLIMB HALLS ";CW;"K" 

2240 ? M1;"M0VE SILENTLY ";MS;"X" 

;,,;"READ LANGUAGES ";RL;"}'." 

2250 ? Ml;"BACKSTABBING ";1*INTC 

CLU-1) /4) +2 ; "X" : RETURN 

2260 ? Ml:? Ml;"OPEN LOCKS ";0 

L;"K";,,;"FIND/REMOVE TRAPS ";TT;">'." 

2270 ? Ml, '"MOVE SILENTLY "JMS;"^" 

;,,;"HIDE IN SHADOWS ";HS; ,, X" 

2280 ? Ml;"HEAR NOISE ";HN;">C" 

;,,; "CLIMB WALLS ";CU;"r." 

2290 RETURN 

2300 0=0-64:P0KE 709,12:? "H":? :? " 

WORKING; PLEASE WAIT":FOR E=8 TO 2 
1:FCE)=0:HEXT E 

2310 IF ATC1,N)<9 OR ATC5,NJ<7 THEN CM 
DS=FTRS: GOSUB 1160:FTRS=CMD$:FC8)=1 
2320 IF ATC1,N)<13 OR ATC2,M)<13 OR AT 
C3,N)<14 OR ATC5,N}<14 THEN CMDS=RNGS: 
GOSUB 1168:RNGS=CMD$:FC10)=1 
2330 IF 0=2 OR 0=3 OR 0=4 OR 0=5 OR 0= 
7 THEN IF RNG$Cl.lX>"Q" THEN CMDS=RNG 
S:G0SUB 1160 :RNG$=CMDS:F CIO) =1 
2340 IF ATC1,N)<12 OR ATC2,H)<9 OR AT C 
3,N)<13 OR ATC5,N)<9 OR ATC6,N)<17 THE 
N CMDS=PALS:GOSUB 1160 

2350 IF ATC1,M)<12 OR ATC2,N)<9 OR ATC 
3,N)<13 OR ATC5,N)<9 OR ATC6,N)<17 THE 
N PALS=CMD$:FC12)=1 

2360 IF 0<>1 THEN IF PALS C1.1J <>"H" TH 
EN CMD$=PAL$: GOSUB 1160 :PALS=CMD$ : F C12 
)=1 

2370 IF ATC3,M)<9 OR 0=5 THEN IF CLE$C 
1.1)<>"H" THEN CMDS=CLES: GOSUB 1160:CL 
E$=CMDS:FC13)=1 

2380 IF ATC3,H)<12 OR ATC6,N)<15 THEN 
CMD$=DRU$: GOSUB 1I60 :DRU$=CMD$ :F C14) =1 
2390 IF 0=2 OR 0=3 OR 0=4 OR 0=5 OR 0= 
7 THEN IF DRUSC1.1)<>"[3" THEN CMD$=DRU 
$:G05UB 1160:DRUS=CMDS:FC14)=1 
2400 IF ATC4,N)<9 THEN CMDS=THF$ :GOSUB 

1160 : THF$=CMDS : F C17) =1 
2410 IF ATC1,H)<12 OR ATC2,N)<11 OR AT 
C4,N)<12 OR 0=5 THEN CMDS=ASS : GOSUB 11 
60:A5S=CMDS:FC19)=1 

2420 IF ATC2.NX9 OR ATC4,N)<6 OR = 3 
OR 0=4 OR 0=5 OR 0=7 THEN CMDS=MUS:G05 
UB 1160 :MU$=CMD$:F CIS) =1 



2430 IF ATC2,MX15 OR ATC4,N)<16 OR 0= 

2 OR 0=3 OR 0=5 OR 0=7 THEN CMD$=ILL$: 

GOSUB 1160:ILL$=CMDS:FC16)=1 

2440 IF ATC1,N)<15 OR ATC3,N)<15 THEN 

CMDS=MOS: GOSUB 1160:M0S=CMDS:FC20)=1 

2450 IF ATC4,N)<15 OR ATC5,N)<11 OR 0< 

>1 THEN IF M0$C1,1X>"C" THEN CMD$=MO$ 

:GOSUB 116G:MOS=CMDS:FC20)=1 

2460 IF ATC1,N)<15 OR ATC5,N)<15 OR AT 

C4.NX14 OR ATC3.N)>16 THEN CMD$ = BARB$ 

:GOSUB 116G:BARBS=CMD5:FC9)=1 

2470 IF OOl THEH IF BARB5 Cl,l) <>"G3" T 

HEN CMD$=BARBS: GOSUB 1160 : BARB$=CMD$:F 

C9)=l 

2480 IF ATC1,N)<15 OR ATC4,N)<15 OR AT 

C5,N)<15 OR ATC2,N)<10 OR ATC3,N)<10 T 

HEN GOSUB 2500:FC11)=1 

2490 GOTO 2510 

250O CMD$=CAV$: GOSUB 1160 :CAV$=CMD$ :RE 

TURN 

2510 IF 0=3 OR 0=4 OR 0=5 OR 0=7 THEN 

IF CAVSC1,1X>"B" THEN GOSUB 2500:FC11 

)=1 

2520 IF ATC1,N)<15 OR ATC4.NX16 THEN 

CMD5=ACBT$: GOSUB 1160 : ACBTS=CMD5 :FC18) 

2530 FOR E=8 TO 20 :F C21) =F C21) +FCE) :NE 

HT E:IF FC21)=13 THEN POP :GOSUB 3300: 

GOTO 60 

2540 RETURN 

2550 POKE 709,0:? "15" : ? :? "WHICH CLAS 

S DO YOU C";RA$;")":? "WANT "; 

IS;" TO BE?" 

2560 ? :? " 5-";ATCl,N) ;" I-";ATC2,N) 

;" H-";ATC3,N);" D-";ATC4,N) ;" CN-";AT 

C5,N);" CH-";ATC6,N);"tt" 

2570 OPEN M1,4,0,"K:":GET M1,CMD:CL05E 

Ml:IF CMD<65 OR CMD>77 THEH 2550 
258G IF FCCMD-57)=1 THEN ? "I5":P0KE 70 
9,12:? :? "QCHOOSE ONLY":? "THE HILIGH 
TED CLASSES!": FOR E=l TO 50: NEXT E 
2590 IF FCCMD-57)=1 THEN 2550 
2608 0=CMD-64:0N GOTO 2610,2710,2630 
,2720,2620,2640,2650,2690,2708,2670,27 
30,2680,2666,5480 

2610 CL5="FIGHTER":X=5:Y=4:G0SUB 1568: 
GOTO 2740 

2620 CL$="PALADIN":X=5:Y=4: GOSUB 1560: 
GOTO 2740 

2630 CL$="RANGER":X=5:Y=4:G0SUB 1560:G 
OTO 2740 

2640 CL$="CLERIC":X=3:Y=6:G0SUB 1560:G 
OTO 2740 

2650 CLS="DRUID":X=3:Y=6:G0SUB 1560:G0 
TO 2740 

2660 CL$= ,, M0NK":X=5:Y=4:G0SUB 1560:GP= 
GP/10:G0T0 2740 

2670 CL$="THIEF":X=2:Y=6:G0SUB 1560:G0 
TO 2740 

2680 CL$="ASSAS5IN":X=2:Y=6: GOSUB 1560 
:G0T0 2740 

2690 CLS="MAGIC-USER":X=2:Y=4:G0SUB 15 
60:G0T0 2740 

2700 CLS="ILLU5I0NI5T":X=2:Y=4:G0SUB 1 
560:G0T0 2740 

2710 CLS="BARBARIAN":X=5:Y=4:G0SUB 156 
0:GOTO 2740 
2720 CLS="CAVALIER" : X=INT C70*RND CI) +11 



a 

n 
5- 

S3 

n 

ft 

re 

P 
ft 

n 

c 

a 

5' 
c 

CD 



5 
aq 

CO 



0) :G0T0 2740 

2730 CLS="ACROBAT/THIEF" : X=2 : Y=6 : GOSUB 

1560:G0T0 2740 
2740 ES=0:IF 0>0 AND 0<6 THEN IF FC1) = 
18 THEN ES=INTC100*RNDtO)+l) :GOTO 2860 
2750 ON ATU,N)-2 GOTO 2760,2770,2770, 
2780,2780,2750,2730,2800,2800,2810,281 
0,2820,2820,2830,2840,2850 
2760 HM=-3 : DM=-1 : WA=-350 : 0D=1 : BB=0 : GOT 
2910 

2770 HM=-2 : DM=-1 : WA=~250 : 0D=1 : BB=0 : GOT 
2910 
2780 HH=-1 : DM=0 : MA=-I5G : 0D=1 : BB=0 : GOTO 

2910 
2790 HH=0:DM=0:WA=0:0D=2:BB=1:G0T0 291 


2880 HH=0:DM=G:MA=0:0D=2:BB=2:G0T0 291 


2810 HM=Q:DM=G:WA=10O:OD=2:BB=4:GOTO 2 
910 

2820 HH=Q:DM=0:MA=2OO:OD=2:BB=7:GOTO 2 
910 

2830 HM=0 : DM=1 : HA=350 : 0D=3 : BB=10 : GOTO 
2910 

2840 HM=1 : DM=1 : HA=500 : 0D=3 : BB=13 : GOTO 
2910 

2850 HM=1 : DM=2 : HA=750 : 0D=3 : BB=16 : GOTO 
2910 

2860 IF E5<51 THEM HM=1 :DH=3 : WA=1000:0 
D=3:BB=20:G0T0 2910 

2870 IF ES<76 THEN HM=2 :DM=3:MA=1250:0 
D=4:BB=25:G0T0 2910 

2880 IF E5<91 THEN HM-2 :DM=4 : MA=150G : 
D=4:BB=30:G0T0 2910 

2890 IF ES<100 THEN HM=2:DM=5 :HA=2O0O : 
0D=4:BB=35:G0T0 2910 

2900 IF ES=100 THEN HM=3 :DH=6 :NA=3000 : 
0D=5:BB=40 

2310 IF ATC3,N)=3 THEN MA=-3 
2920 IF AT(3,N)=4 THEN HA=-2 
2930 IF ATC3,N}>4 AND AT(3,N)<8 THEN M 
A=~l 

2940 IF AT13,N)>15 THEN MA=AT 13,N)-14 
2950 IF AT(4,N)=3 THEN RA=-3:AC=4 
2960 IF AT(4,N)=4 THEN RA=-2:AC=3 
2970 IF ATC4,H)=5 THEN RA=-1 : AC=2 
2980 IF ATC4,N)=6 THEN RA=0:AC=1 
2990 IF AT(4,H)=15 THEN RA=0:AC=~1 
3000 IF AT(4,H)=16 THEN RA=1 : AC=-2 
3010 IF AT14,N)=17 THEN RA=2:AC=~3 
3020 IF ATC4,N)=18 THEN RA=3:AC=~4 
3030 TRAP 3320:? "«":P0KE 709,0:? " M 
HAT LEUEL 15 ";IS;:INPUT LV:IF LV<1 TH 
EN LV=1 

3040 IF LV>18 THEN ? "H":? :? "QYOU CA 
N'T START A CHARACTER":? "OVER LEVEL 1 
8":F0R E=l TO 150:NEXT EiGOTO 3030 
3050 IF 0=3 THEN LV=LV+1 
3060 IF 0=7 THEN IF LV>12 THEN ? "H":? 

:? "YOU CAN'T START A DRUID":? 
3070 IF 0=7 AND LV>12 THEN GOTO 3030 
3080 HP=0:FOR E=l TO LV:IF 0=1 OR 0=4 
OR 0=5 THEN GOSUB 1600 

3090 IF 0=3 OR 0=6 OR 0=7 THEN GOSUB 1 
610 

3100 IF 0=10 OR 0=11 OR 0=12 THEN GOSU 
B 1620 
3110 IF 0=13 OR 0=8 OR 0=9 THEN GOSUB 



1630 

3120 HP=HP+A:NEXT E 

3130 IF 0=2 THEN GOSUB 3240:G0T0 3220 

3140 IF AT(5,H)>14 THEN ON ATC5,H)-14 

GOTO 3160,3170,3180,3190 

3150 GOTO 3200 

3160 HP=HP+LV:GOTO 3220 

3170 HP=HP+CLV*2) :G0T0 3220 

3180 HP=HP+CLV*3) :GOTO 3220 

3190 HP=HP+CLV*4) :GOTO 3220 

3200 IF ATC5,N)=3 THEN HP=HP- CLV*2) :G0 

TO 3220 

3210 IF AT(5,H)<8 THEN HP=HP-LV : GOTO 3 

220 

3220 IF CL$="THIEF" OR CLS="AS5ASSIN" 

OR CL5="ACR0BAT/THIEF" THEN GOSUB 1870 

3230 POKE 709,10:? "«":? "PRINTING CHA 

RACTER SHEET": GOTO 1170 

3240 FOR E=l TO LV 

3250 A=INTtl2*RND(0)+l) 

3260 HP=HP+A 

3270 NEXT E 

3280 IF LV>14 THEN HP=HP+2*tl8-LV) 

3290 RETURN 

3300 GRAPHICS 17:? 06:? 86:"THIS CHARA 

CTER":? tt6;"DID NOT QUALIFY":? 86;"F0R 

HOB":? 86;"CHARACTER CLASS" 
3310 FOR E=l TO 200:NEXT E:RETURN 
3320 ERR=PEEKC195J :IF ERR=130 OR ERR=1 
33 OR ERR=138 THEN ? "*":POKE 709,12 
3330 IF ERR=8 THEN ? "«":POKE 709,12:? 

:? " QlNPUT ERROR; TRY AGAIN!":? 
:FOR CHD=1 TO 100: NEXT CMD:GOTO 3030 
3340 ? :? "Q PLEASE TURN YOUR PRIHTE 
R ON!":? :TRAP 3320: FOR CMD=1 TO 50: HE 
XT CMD:GOTO 3030 

3350 AT{7.H)=E5:ATC8,N)=LV:ATC9,1)=HP: 
ATC10,H)=AT:AT(ll,N)=MA:ATtl2,N)=HM:AT 
tl3,N)=DM:AT(14,N)=AC 

3360 ATC15,H)=0D:ATC16,N)=BB:ATC17,N)= 
FT : AT (18 , N) =GP : AT (19 , N) =IH : AT C20 , H) =WT 
:AT(21,1)=CHAR 
3370 AT(22,1)=N 

3380 CLOSE tt3:0PEN 83,8, 0,"D :CHARACTR . 
DTA":PRINT tt3; CHAR: PRINT 83; HAMS : CLOSE 

tt3 
3390 OPEN «3,8,Q,NAM$ 
3400 FOR E=l TO 30:F0R J=l TO CHAR 
3410 PRINT 83,AT(E,J) 
3420 NEXT J: NEXT E 
3430 PRINT 83;LNAM$ 
3440 CLOSE 83: RETURN 

3450 CLOSE B3:0PEH 83, 4 , 0, "D : CHARACTR . 
DTA":INPUT 113; CHAR: INPUT 83;NAM$ :CL0SE 

«3 
3460 OPEN 83, 4,0, HAMS 
3470 FOR E=l TO 30:F0R J=l TO CHAR 
3480 INPUT 83,X:AT(E, JJ =X 
3490 NEXT J:NEXT E 
3500 INPUT 83,LNAM$ 
3510 CLOSE 83:RETURN 

3600 CMD=PEEKC161 :IF CMD>127 THEN CMD= 
CMD-128:P0KE 16,CMD:P0KE 53774.CMD : RET 
URN 

3700 GRAPHICS 0:POKE 710,2:P0KE 709,10 
:POKE 752,l:P0SITI0N 2,5:? "THERE ARE 
";CHAR-CN-1J;" CHARACTERS LEFT TO" 
3710 ? "GENERATE IN THIS FILE":? :? "T 



HE ";NAMS;" FILE":? "DECLARED ";CffflR;" 

CHARACTERS":? "TO GENERATE." 
3720 ? :? N-l;" HAVE BEEN GENERATED." 
3730 ? :? :? "DO YOU WANT TO CONTINUE 
WITH":? "THE ";HAM$;" FILE?" 
3740 GOSUB 3600:OPEN 84, 4,0,"K:" :GET 8 
4,E:CL0SE 84:IF E=89 THEN RETURN 
3750 IF E=78 THEN N=CHAR:POP :G0T0 110 
3760 GOTO 3740 

22100 DATA HUMANS HAVE NO PARTICULAR B 
0HU5ES OR, 1,1 

22101 DATA PENALTIES., 37,0 

22102 DATA *,0,0 

22280 DATA 90K resistance to SLEEP and 
CHARM, 1,1 

22201 DATA spells CPlUS SAVING THROW), 
36,0 

22202 DATA >,0,O 

22203 DATA When using a bow (NOT CROSS 
BOH) or, 1,1 

22204 DATA shortsword or longsword; El 
ves gain a, 37,0 

22205 DATA +1 on the "TO HIT" roll.,1, 

22206 DATA >,0,0 

22207 DATA Elves speak Elvish; Gnone; 
Half ling;, 1,1 

22208 DATA Goblin; Hobgoblin; Orcish; 
Gnoll and, 38,0 

22209 DATA CoHMon languages ., 1,0 
22218 DATA >,0,0 

22211 DATA Elves have infravision up t 
o 60 feet. ,1,0 

22212 DATA >,1,0 

22213 DATA Elves have a 1 - 6 chance o 
f noticing, 1,1 

22214 DATA a SECRET DOOR if within 10' 
or a 2 in, 39,0 

22215 DATA 6 chance if actively lookin 

22216 DATA *,0,0 

22300 DATA Dwarves gain +1 for each 3 
1/2 pts,l,l 

22301 DATA of constitution on their sa 
ving throw, 39,0 

22302 DATA vs MAGIC WANDS; STAVES; ROD 
S and, 1,1 

22303 DATA SPELLS., 34,0 

22304 DATA >,0,0 

22305 DATA SaHe as above for all savin 
g throws, 1,1 

22306 DATA vs Poison., 37,0 

22307 DATA >,0,0 

22308 DATA Dwarves speak Dwarven; GnoH 
e; Goblin;, 1,1 

22309 DATA Kobold; Hal fling and Connon 
languages, 38,0 

22310 DATA >,0,0 

22311 DATA Dwarves have infravision (6 
feet). ,1,0 

22312 DATA >,0,0 

22313 DATA 75K detect grade or slope i 
n passage. ,1,0 

22314 DATA >,0,0 

22315 DATA 75Y. detect new construction 
or, 1,1 

22316 DATA passage/tunnel . ,32, 

22317 DATA >.G.O 



n 
sr 

&j 

H 

ft) 

o 

Ft- 

re 

O 
ft 
3 

n 

R 

o 



22318 DATA 66* detect sliding or Shift 
ing rooHS,i,l 

22319 DATA or walls. ,38,8 

22320 DATA >,8,0 

22321 DATA 50* detect traps involving 
pits, 1,1 

22322 DATA falling blocks or other sto 
nework. ,33,0 

22323 DATA >,0,0 

22324 DATA Add +1 on "TO HIT" die roll 
vs ores;, 1,1 

22325 DATA Half-Ores; Hobgoblins and G 
oblins. ,37,0 

22326 DATA >,0,0 

22327 DATA Subtract four C4J froH all 
"TO HIT", 1,1 

22328 DATA rolls Made by giant class h 
onsters,38,0 

22329 DATA against Dwarves., 1,0 

22330 DATA *,8,8 

22400 DATA Gnones gain +1 for each 3 1 
/2 point, 1,1 

22401 DATA of constitution on their sa 
ving throw, 37,0 

22402 DATA VS MAGIC WANDS; STAVES; ROD 
S and, 1,1 

22403 DATA SPELLS., 34, 8 

22404 DATA >,0,0 

22405 DATA GnoMes Hay connunicate with 
any, 1,1 

22406 DATA Burrowing nannel (such as m 
oles etc .J ,34,0 

22407 DATA >,0,0 

22408 DATA Gnones speak GnoMe; Dwarvis 
h; Goblin;, 1,1 

22469 DATA Kobold; Hal fling and CoHHon 
languages, 39,0 

22410 DATA >,0,0 

22411 DATA Infravision up to 60 feet., 
1,0 

22412 DATA >,0,0 

22413 DATA 80* detect grade or slope i 
n passage. ,1,0 

22414 DATA >,0,0 

22415 DATA 70* detect unsafe walls; ce 
ilings etc, 1,0 

22416 DATA >,0,0 

22417 DATA 60* deternine depth undergr 
ound,l,0 

22418 DATA >,0,0 

22419 DATA 50* deternine direction of 
travel, 1,1 

22428 DATA underground tie North-South 
-East or, 35,0 

22421 DATA HestJ,l,0 

22422 DATA >,8,8 

22423 DATA Add +1 to all "TO HIT" die 
rolls vs,l,l 

22424 DATA KOboldS or Gobi ins. ,38,8 

22425 DATA >,8,8 

22426 DATA Subtract four U) fron all 
attacks, 1,1 

22427 DATA Made against Gnones by Gian 
t class, 36, 8 

22428 data Monsters . ,1,0 

22429 DATA *,8,8 

22500 DATA Halflings gain +1 for each 
3 1/2 PtS,l,l 



22501 DATA of constitution on their sa 
ving throw, 38,0 

22582 DATA VS MAGIC NANDS; STAVES; ROD 
S and, 1,1 

22503 DATA SPELLS., 34,0 

22504 DATA >,0,0 

22505 DATA SaMe as above for all savin 
g throws, 1,1 

22506 DATA VS Poison., 37,0 

22507 DATA >,8,8 

22588 DATA Halflings speak Dwarvish; E 
lvish; ,1,1 

22569 DATA GnoMe; Goblin; Halfling; Or 
cish; and, 35,0 

22510 DATA CoMMon Languages . ,1,0 

22511 DATA >,0,0 

22512 DATA Infravision = 68 feet if pu 
re Stout, 1,1 

22513 DATA and 38 feet for all other H 
alf lings. ,38,8 

22514 DATA >,B,8 

22515 DATA 75* detect grade in passage 
Cup/down? ,1,6 

22516 DATA >,8,8 

22517 DATA 58* deternine direction und 
erground.1,1 

22518 DATA CHorth-South-East or West), 
37,0 

22519 DATA *,8,8 

22600 DATA 30* resistance to SLEEP and 
CHARM, 1,1 

22601 DATA spells. ,36,0 

22602 DATA >,8,8 

22683 DATA Half-Elves speak Elvish; Gn 

OMe; ,1,1 

22604 DATA Halfling; Goblin; Hobgoblin 

; 0rcish,33,8 

22665 DATA Gnoll and ConMon languages. 

,1,8 

22606 DATA >,8,0 

22607 DATA Infravision up to 68 feet., 
1,0 

22688 DATA >,8,8 

22689 DATA 1 in 6 chance of spotting a 
secret, 1,1 

22618 DATA door Within 10' (2 in 6 if 
actively, 36, 8 

22611 DATA looking) and 56* for spotti 
ng a, 1,1 

22612 DATA concealed door. ,33,8 

22613 DATA *,8,8 

22786 DATA Half-8rcs speak Orcish and 

COMHOn. ,1,0 

22761 DATA >,8,8 

22782 DATA Infravision up to 66 feet., 

1.0 

22763 DATA *,0,0 



CHECKSUM DATA. 

(see page 13) 



10 DATA 455,701,556,49,237,880,302,2,9 

40,168,498,612,370,946,37,6747 

155 DATA 776,872,36,143,993,765,675,84 

5,711,693,287,967,405,494,467,9129 

290 DATA 617,868,56,518,24,986,450,342 

,660,715,755,292,773,544,541,8081 

440 DATA 38,32,649,742,727,967,298,243 

,260,595,53,305,536,692,889,7010 

580 DATA 585,793,541,141,781,277,406,7 

63,955,733,468,840,456,877,988,9536 

730 DATA 406,279,836,742,994,877,287,2 

56,408,587,869,194,108,419,613,7875 

870 DATA 810,433,50,29,600,734,410,609 

,600,102,417,621,345,386,780,6926 

1020 DATA 857,297,294,298,299,786,978, 

812,195,275,855,43,38,787,413,7227 

1176 DATA 18,667,474,817,300,881,130,7 

04,414,474,968,291,23,126,256,6395 

1320 DATA 400,457,185,271,641,722,291, 

292,655,11,513,73,310,870,926,6617 

1420 DATA 13,508,976,988,198,533,954,7 

32,168,612,959,387,41,191,799,7899 

1560 DATA 78,742,662,863,46,854,853,85 

2,836,871,654,746,216,748,213,9162 

1718 DATA 743,143,745,362,747,251,749, 

515,993,803,284,343,57,513,492,7740 

1860 DATA 809,799,706,296,286,937,934, 

60,969,83,799,949,979,57,818,9473 

2818 DATA 939,970,217,16,988,94,997,51 

1,125,421,427,386,544,428,896,7959 

2160 DATA 274,987,793,637,488,519,86,1 

46,324,722,211,516,796,142,262,6903 

2326 DATA 307,276,366,869,934,343,260, 

286,587,84,215,555,734,403,449,6668 

2470 DATA 204,175,729,788,425,357,17,8 

00,327,768, 336 , 6 , 242 , 968 , 923 , 7065 

2620 DATA 915,47,5,644,615,647,86,352, 

619,429,948,782,433,778,354,7654 

2770 DATA 351,598,933,930,55,64,262,26 

2,294,956,9,982,338,924,602,7560 

2920 DATA 604,990,686,65,66,67,862,391 

,362,368,374,366,528,58,753,6480 

3078 DATA 498,586,996,258,58,814,743,3 

6,716,919,421,424,427,513,26,7349 

3220 DATA 642,838,455,664,649,489,295, 

798,580,670,77,557,387,699,565,8365 

3370 DATA 839,70,561,555,656,502,661,8 

83,63,549,562,380,509,629,883,8362 

3600 DATA 115,559,679,817,61,501,764,7 

48,870,325,97,40,235,118,595,6524 

22204 DATA 960,260,130,294,644,104,114 

,719,123,287,340,881,112,595,304,5867 

22302 DATA 203,876,125,287,689,134,743 

,817,115,163,121,585,127,487,69,5541 

22317 DATA 136,801,718,117,674,262,126 

,687,128,135,219,286,99,99,343,4822 

22401 DATA 303,204,877,126,172,561,135 

,978,819,116,58,122,577,128,709,5885 

22416 DATA 134,890,140,845,559,622,124 

,181,383,133,910,156,668,125,708,6498 

22501 DATA 305,205,878,127,289,691,136 

,311,562,18,120,53,489,129,549,4862 

22516 DATA 135,360,601,124,38,259,122, 

565,345,897,134,76,140,122,634,4552 

22611 DATA 240,24,107,322,128,62,186,9 

81 




EBH5 



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CIRCLE #133 ON READER SERVICE CARD 



AD #AL-046 



INTERVIEW 



71 



ON-LINE 



by Russ Wetmore 



For ali you budding software devel- 
opers, here's an interview with a top 
programming team. Steve Ahlstrom and 
Dan Moore of The 4th Works, Inc. have 
an impressive record to date. Their latest 
releases have been widely praised by 
critics, in addition to being heaithy sel- 
lers in the marketplace. 

SynFile + (published by Synapse Soft- 
ware) is generally regarded as the pre- 
mier database manager for the Atari 8- 
bit computer line. PaperCIip (published 
by Batteries Included) holds the same 
position in the area of word processing. 

Their most recent effort, BackTalk 
(co-written with Don Curtis and market- 
ed by Antic Software) is one of Antic's 
best sellers. They're currently involved 
in software development under GEM for 
the Atari ST and other GEM-based ma- 
chines. 

Next time, I'll begin a series on Atari 
ST development software environments. 
Included will be the Atari developers kit, 
Megamax C, Lattice C, TDI Modula-2, 
and others. If you have specific develop- 
ment software you'd like to see review- 
ed, drop me a line, in care of ANALOG 
Computing. 

RW: Steve, what's your background, 
and how did you come to start program- 
ming for Atari computers? 



SA: I basically come from the music 
world. I've done a little of everything: 
a touring and studio musician, a disk 
jockey, a luthier (stringed instrument 
maker) etc. 

I went to College of the Sequoias in 
Visalia, California from 1969 to 1971, 
majoring in music, and then San Diego 
State from 1972 to 1974, majoring in tel- 
ecommunications and film. I dropped 
out with one semester remaining, to go 
on the road as a musician. 

I discovered computers in 1978 and 
knew I just had to get involved. Basical- 
ly, I wanted to play games, but then de- 
cided that, although computer games 
were interesting, they were not nearly 
as complex as I thought they would be. 

My original concept of computers was 
that of the general population: intelli- 
gent machines. I didn't realize someone 
had to put the information into them . . . 
comes from watching/reading too much 
science fiction, I guess. 

RW: Dan, how about you? 

DM: I basically started "playing" with 
computers in high school. They had a 
Hewlett Packard lab computer with 8K 
words of core (memory) and HP educa- 
tional BASIC. I spent three years of high 
school learning everything there was to 
know about the HP. 

When I got to college, I started play- 
ing with the mainframe and got my in- 
troduction to "structured programming." 



I was majoring in chemical engineering 
at the Colorado School of Mines. I got 
tired of school and took some time off 
to "recover." 

About that time, I saw an ad for the 
Sinclair ZX-81 for $150. I decided that 
if I could get a computer for $150 I 
would, but I started by checking out the 
other machines available. (This was in 
1980.) 

First, I looked at the Apple II, which 
I liked, but I thought it was too expen- 
sive — and I wasn't that impressed with 
the graphics. Finally, I found a store that 
sold Ataris and got my first demo of Star 
Raiders. I bought an Atari 800 with 16K 
and a cassette recorder within a week. 

RW: Star Raiders sold a lot of Atari 
computers. Did it impress you as much, 
Steve? 

SA: Yes, but it almost turned me off to 
computers permanently! 

When I got my Atari 800 (April 1980) 
I got an 8K machine with a 410 cassette 
recorder and Star Raiders. I got home, 
unpacked it, and decided I'd read the 
documentation later. I managed to get 
it hooked up to the TV and plugged in 
the Star Raiders cartridge. 

I was playing along, when, all of a 
sudden, I got a message at the top of the 
screen that said, Computer Damaged. I 
panicked! I pulled the plug and almost 
cried! I had just paid $1200 for the 
darned machine. 



ANALOG COMPUTING 



APRIL 1986 / PAGE 89 



7! ON-LINE 



continued 



Then I read the directions for the ma- 
chine and the game. I hate to think what 
I would have done if the message had 
said Computer Destroyed! 

RW: Collaboration is a tricky process. 
What would you say are your strongest 
individual talents, and how do you ap- 
ply them to your collective programming 
efforts? 

SA: I make a great margarita! 

DM: Steve is very good at the visual 
side of programming — that is, the user 
interface. So, most of what people see 
in our programs was designed and writ- 
ten by him. 

Since I have a "heavy" computer back- 
ground, I'm usually the one who takes 
on the guts of our programs, the code 
that actually does the work. But there 
are some exceptions to that, of course. 

SA: Right. I'm weak on programming. 
Unlike a lot of people, I have to work at 
it, and it's not "fun." I do enjoy design- 
ing and implementing the user interface, 
because I've used so many programs 
that require a manual at your side, just 
to figure out how to do elementary stuff. 

I like commercial software to be intui- 
tive in its use. That has its own draw- 
backs, though; a program that's too 
friendly could turn off "power" users, as 
well as help promote software theft. 

Because of the graphic interface of 
GEM, programs can now be designed to 
be both powerful and easy to use. 

RW: I'm curious. . .Do you find that 
programming is as rewarding or as much 
fun now as it was when you were strict- 
ly hobbyists? 

DM: The answer to that is yes and no. 
I still enjoy writing programs, but there's 
a big difference between working on a 
program for a couple of hours a night for 
a month (like I did when it was a hob- 
by) and the six months to a year of ten- 
and twelve-hour days I spend on a pro- 
gram now. 

I tend to get bored with a program 
and want to do something different. But 
I can't, since I have to finish — or I don't 
get paid. 

SA: Same here: yes and no. I still get 
a kick out of programming, because I'm 
constantly learning. But working on one 
project for months on end, against a 
deadline, with constant changes and re- 
visions, can get to be a bit tedious. 

Because of the time involved in a 
commercial project, I find that I don't 



have the time to do the personal projects 
that I'd like to, just for fun. 

DM: One last thing I miss is the hob- 
byist's "attitude" toward bugs in a pro- 
gram. If there are bugs when you write 
something for fun and give it away, you 
just say "Be careful, there are still a few 
bugs in it." But, as a professional pro- 
grammer, I have to fix every single bug 
I find. 

That can sometimes be a real bore, 
since the bugs can get really obscure and 
hard to find. It takes several months to 
fully test and debug a big program, and 
that whole time I just feel frustrated. I 
want to be doing something new, not fix- 
ing something I just did. 

RW: You've become well known for per- 
sonal productivity software. SynFiIe + 
and PaperClip have both done extreme- 
ly well in the marketplace. Have you 
ever considered trying your hand at a 
game, or educational software? 

DM: We've talked about doing some 
game programs for the new 16-bit com- 
puters (the Atari ST and the Commodore 
Amiga) , but they're still at the idea stage. 
For one thing, we just don't have the 
time to write a game and finish our other 
programming commitments. 

SA: I would personally love to do a 
game. A couple of things have stopped 
us. 

The game market may not be dead, 
but it isn't as healthy as it could be. For 
us to write a game, because of our own 
"pride" or whatever, we'd want it to be 
as original and creative as possible — 
and game design just isn't our strong 
point. 

Also, if a game is lucky enough to be 
a hit, its selling life is normally limited 
to about ninety days. It will sell large 
numbers for a short period of time. An 
application program may not take off as 
quickly, but will generally be selling 
steadily for two to three years. That 
makes more sense to me. 

RW: The industry has matured great- 
ly since your first program was pub- 
lished. "If you knew then what you know 
now," would you have done anything 
differently? In other words, what would 
you choose to write, how would it he 
published, who would handle it, etc.? 

DM: The biggest thing I would have 
done is not to have limited us to just the 
Atari market. I love Atari computers, but 
with the ups and downs in their sales, 



it makes me very nervous to be depen- 
dent on just them. 

We should have supported the Com- 
modore 64 and the Apple II, although 
the Atari 800 was a much better, friend- 
lier machine to work on. 

SA: I think I'd do basically the same 
tiling. I'd just be a, little more hard-nosed 
on the contract and monetary side of 
things. 

As Dan said, we will definitely not be 
wearing our Atari-only blinders in the 
future. Trying to run a business on the 
life and times of Atari is a little less than 
secure. I'm sure we'll take a lot of heat 
on this from Atari loyalists, but that's the 
way it is. We won't, by any means, be 
moving away from the Atari world, but 
we'll be expanding our own horizons. 

RW: What are your opinions about the 
new "windows and mice" type of user 
interface, which is fast becoming the 
standard? 

DM: I personally find that kind of in- 
terface to be very nice. I like some of the 
visual things you can do to aid the user, 
like icons. But it does have some draw- 
backs. 

It can be very frustrating to the "pow- 
er" user to have to point to a menu with 
a mouse just to delete a block of text. 
One of the things we're doing in our 
GEM-based software is making sure that 
the mouse doesn't get in the way of the 
user. People like to keep their hands on 
the keyboard sometimes. 

SA: I really like GEM from both a pro- 
grammer's and a user's point of view. 
GEM, for the programmer, can be very 
intimidating at first. Digital Research 
has been very supportive, with ques- 
tions and example code for those de- 
veloping GEM software on MS/DOS 
machines. Atari could learn a great deal 
from DRI in their support for those do- 
ing development on the ST. 

GEM does have some bugs, but, on 
the whole, it seems to be a lot more sol- 
id than Amiga's Intuition. Also, because 
of its portability between different com- 
puters, I think it has a very good chance 
of eventually becoming the graphics in- 
terface standard. 

DM: One thing about GEM that bothers 
me is the amount of code required to do 
even the simplest things. It often takes 
three or four AES/VDI calls to achieve 
simple results like printing text or open- 
ing a window. 

Also, some of the GEM output rou- 



PAGE 90 / APRIL 1986 



ANALOG COMPUTING 



tines are kind of slow, particularly the 
text output routines. I'm having all sorts 
of problems with speed because of that. 
GEM could use some "optimization" for 
greater speed. 

RW: Speaking of windowed environ- 
ments (some segue, huh?) what are your 
thoughts on the recent Apple/Digital Re- 
search settlement? 

DM: I don't like it. I know why Apple 
felt they had to threaten people who "rip 
off" the Macintosh, but they're going to 
kill what might have become the second 
great standard user interface (the first 
being the A> prompt of CP/M and 
MS/DOS fame). You'll still see mice, 
windows and icons in user interfaces, 
but they'll all be different. 

SA: I really wish Apple hadn't gone af- 
ter DRI, because I believe a "standard" 
user interface will help revitalize the in- 
dustry across the board. It will still hap- 
pen, but will no doubt take longer. 

On the business side of things, I think 
Apple had every right to do what they 



did. If the decision was mine, I would 
have probably done the same thing. 

Like others, I feel that Apple's real 
motivation was not so much to slow 
down DRI, but to try to slow down Atari. 
I'm sure that Apple realizes that they'll 
lose a significant number of Macintosh 
sales to the Atari ST. 

RW: Well, with this in mind, what do 
you think is the future of Atari? Has Jack 
TramieJ's running of the company affect- 
ed your opinion? 

SA: People have been eulogizing Atari 
for a couple of years now. I think they'll 
survive, but probably will never be the 
moneymaker they once were. 

Under Warner Communications' 
ownership, they had tremendous image 
problems. Warner's marketing people 
didn't know what a computer was, and 
tried to market it as an advanced game 
machine. 

Under the Tramiel regime, things are 
slowly changing. But Tramiel brought 
his own set of image problems with him 



to Atari: low quality control and mak- 
ing a machine as cheaply as possible, 
rather than making it as cheaply and as 
reliably as possible. 

DM: Those are pretty much the prob- 
lems that I see. But don't forget that Jack 
Tramiel built up Commodore, till it was 
the maker of home computers. He may 
do the same thing for Atari. 

RW: Assuming that Atari makes it 
(knock on wood), what do you feel is the 
biggest problem facing the software in- 
dustry? 
SA: Piracy. 

DM: Beginning programmers have less 
of a chance now, I believe. I don't think 
it's possible to make a living from soft- 
ware for just one machine — except for 
IBM, that is — and the person trying to 
break into the industry can't afford all 
of the machines and time it takes to de- 
velop software on multiple machines. 
All he can do is hope that a major 
publisher will pick him up. And they 
seem to be sticking with the "es 



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ANALOG COMPUTING 



APRIL 1986 / PAGE 91 



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Brian Lee at Synapse, Michael Reich- 
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They just have to do a technically bet- 
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However, the chance of success then, as 
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DM: I see three real problems facing 
the software industry. The first two are 
related: piracy and people's growing re- 
jection of copy protection in programs. 
The third big problem is coming up with 
a reason why people need to buy a com- 
puter and software for use at home. 

Most people don't need a word pro- 
cessor or a database or spreadsheet pro- 
gram, so why should they buy the com- 
puter or the software? 

RW: Do programmers starting out to- 
day have the same or a better or worse 
chance to make a living as programmers 
did in the past? 

SA: Well, I'd have to say a qualified 
yes; beginning programmers have the 
same chance now as they did five years 
ago. 

RW: I sa}' "making a Jiving," because 
many developers like yourselves depend 
on the programs' royalties for their sole 
income. How badly do you feel you've 
been hurt by software theft? 

DM: It's really hard to tell. We have 
been affected, but I don't know how to 
calculate a hard figure for dollars lost. 
Still, considering that people are always 
asking me or Steve for help with Paper- 
clip and SynFile + on CompuServe, and 
the questions are things that are very 
definitely in the manual, I'm sure there 
are lots of stolen copies of our work out 
there. 

I don't think most of them realize they 
are stealing money from Steve and me 
when they steal a program of ours. And 
we aren't exactly rich, so we do notice. 

The biggest thing I think it does is 
discourage us from doing revisions of 
our programs. If sales are slow due to 
theft, bringing out a "new and improv- 
ed" version isn't going to change that. 

The so-called pirates are just hurting 
the honest user, who wants or needs the 
upgrades. 

SA: Piracy. I don't like that word; it's 
too romantic. Let's call it what it is: 
theft. 

Most people see software theft as a 
victimless crime. Obviously, it's not. 
Look at all the "name" programmers 
who got started in the Atari world. 
Where are they now? Most of them ei- 
ther quit the business or moved on to 
other computers. Software theft was a 
major consideration in their decisions. 

It has to be dealt with on several lev- 
els. The most obvious and important 
area is that of education. Too many par- 



ents have no idea in the world what their 
children are doing with their computers. 
They're just glad that the kids are home 
and off the streets. But there has to be 
some amount of participation by the 
parents in their children's activities. 

Software theft isn't limited to just kids, 
and I don't want to leave that impres- 
sion. I know of many professional peo- 
ple (doctors, lawyers, architects, etc.) 
who have huge collections of illicit soft- 
ware. They should know better. As 
adults, they should be setting the exam- 
ple for their children. What's also need- 
ed is enforceable legislation dealing with 
the problem. 

DM: If we knew the answer to the prob- 
lem of software theft, we'd be rich. As 
Steve said, one thing that needs to be 
done is education. 

People don't realize that software theft 
hurts us, not a faceless "big company" 
somewhere. Also, many people don't 
know what the law says. They can go to 
jail for giving away copies of a copyright- 
ed program without the copyright hold- 
er's permission. Unfortunately, that's 
very hard to accomplish, since most law 
enforcement agencies don't want to 
bother with it. 

RW: How much do you figure it costs 
you as developers to get a product from 
the idea stage to a finished, saleable pro- 
duct ("cost" meaning time and money)? 

SA: For a large project (nine to twelve 
months) , it costs us in the neighborhood 
of $25,000 to $35,000, figuring money to 
live on . . . 

DM: That is, to live cheaply on. 

SA: . . . money to pay for the office, 
lights, heat, etc. A much larger expen- 
diture is felt by the publisher, who has 
to foot the bills for the advertising, pack- 
aging, duplication, distribution, etc. 

But, on our end, we may not see a re- 
turn on our investment of time and mon- 
ey for a year or so after release, and that's 
if the program is a commercial success 
— which is definitely not guaranteed. 
DM: When we say "nine to twelve 
months," we mean nine to twelve 
months of working ten or twelve hours 
a day, seven days a week. 

I usually take, maybe, two nights a 
week off — meaning I work only eight 
hours that day — and one whole day a 
month. A lot of just plain old work and 
sweat goes into producing a program. 
SA: Programming is neither glamorous 
nor particularly financially rewarding. 



PAGE 92 /APRIL 1986 



ANALOG COMPUTING 



It's a crapshoot, like any other small 
business. 

RW: I've had it suggested to me that the 
days of the single programmer might be 
drawing to a close. With the sophistica- 
tion demanded by feature-conscious 
consumers, do you /eel that developing 
software may soon be relegated to teams 
of programmers, clustered around main- 
frame terminals? Or does the "garage 
hacker" still stand a chance? 

DM: I think that the mainframe teams 
are overrated for many projects. They 
tend to be the ones writing the "super 
integrated programs" that do literally 
everything — and don't sell that well. 

One programmer never really knows 
what the others are doing, so there's a 
lot of duplication of effort, even with 
good management of the team. 

The different pieces of the programs 
often "feel" different when you run 
them. You can tell that they weren't writ- 
ten by an individual or a small group 
(two to four people). 

This is the long way of saying that I 
think there's a big place for the "small 
guy" working alone or with two or three 
other people. 

SA: I think that a commercially suc- 
cessful application program almost cer- 
tainly requires more than one program- 
mer. A single individual just doesn't have 
enough hours in the day to design, code, 
debug and get to market any one pro- 
gram, in time to be competitive. 

But, as Dan said, large teams aren't 
the answer. The large team approach 
usually shows in the finished product — 
it's usually not very cohesive. A team of 
two to four people, working closely in 
the same office is, to me, much more de- 
sirable. 

DM: It's just as important to have peo- 
ple around giving "advice" as having lots 
of programmers. Sometimes you miss 
the obvious "features" that should be 
present. Or they can tell you that the 
user interface isn't as good as it could be. 
With large teams, it takes time to 
switch directions. A single programmer 
or a small group can change goals and 
designs very quickly. 
SA: Right. Not enough can be said of 
trusted people who act as alpha or beta 
testers. 

RW: Okay, enough business talk. Some 
of our readers might be interested to 
know what kind of games programmers 
like to play. 



DM: I've gotten kind of burned out on 
computer games. The only ones I still 
play are Encounter and Battlezone, the 

arcade version. 

SA: I haven't had the time, or desire, 
to play a computer game for longer than 
I care to remember. Games were becom- 
ing clones of themselves. 

I hope, with the new 16-bit, 68000- 
based machines, the art of game pro- 
gramming will be enhanced, and more 
inventive, complex games will start 
showing up. 

But, back to the question: my all-time 
favorites are JawBreaker, Encounter, 
Shamus and Preppie! 

DM: Not fair — bribing the interviewer! 

RW: Flattery will get you anywhere. 
(Sheesh.J How about what you like to do 
when you're not sitting in front of a ter- 
minal? Your "noncomputer" avocation, 
if you will. 

SA: Sleeping, mostly! 

DM: What is "noncomputer"? 

RW: Such a human interest angle. . . 

SA: Actually, I enjoy the rather mun- 
dane things, like spending quality time 
with my wife and eighteen-month-old 
son. 

DM: When I can, I try to get out with 
friends and do anything that's not relat- 
ed to computers. I like to take trips — 
though, mostly, those that are related to 
computers, like going to COMDEX. 
And, of course, we both try to see the 
Denver Broncos in the winter. 

RW: What are you currently working 
on, and when can we expect to see the 
fruits of your labors? 

DM: Our current big project is Paper- 
clip Elite for Batteries Included. It will 
be their new top-of-the-line word 
processor for the IBM, ST, Amiga, etc. 
It has a lot of very useful and power- 
ful features, such as an integrated real- 
time spelling checker (it checks spelling 
of the words as soon as you type them) , 
the ability to edit and see up to eight 
different files at once, an idea processor, 
and a small graphics editor. Plus a lot 
of other things that I can't remember 
right now. The "features" list we wrote 
up is over four pages long. 

RW: As a final question, if you had one 
piece of advice to give to a developer just 
starting out, what would that advice be? 

SA: Start with a good idea. Be willing 



to live on nothing or next to nothing — 
or, better yet, be independently wealthy 
before even considering it! 

DM: Details count. The difference be- 
tween a public domain program and a 
commercial program is most visible with 
the small things, like error trapping. 

A public domain program will often 
accept any type of input at a prompt, 
then has to issue an error message, or 
just dies. A good commercial program 
checks input as it's typed. You can't en- 
ter the wrong thing. 

This is one of the things I look at 
when I want to hire a programmer: did 
they remember the little details, along 
with the main goal? 

SA: That last 10% of "polish" can 
mean the success or failure of any pro- 
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CIRCLE #136 ON READER SERVICE CARD 



ANALOG COMPUTING 



APRIL 1986 / PAGE 93 



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CIRCLE #137 ON READER SERVICE CARD 



Winter 
CES 1986 



A Rill Report 



by Arthur Leyenberger 

This is my third visit to the Winter 
Consumer Electronics Show in Las Ve- 
gas, Nevada. In 1984, times were differ- 
ent. The video game craze was still at 
its height. James Morgan, the newly in- 
stalled Chief Executive Officer of Atari, 
was promising "high technology elec- 
tronic products for the home." 

Winter CES 1985 saw an emphasis on 
personal productivity in software and 
hardware, plus educational software. 
There was a "new" Atari, under Jack 
Tramiel, whose promise was "Power 
without the Price." The 520ST was the 
big news in 1985, and the XE line got 
its share of attention. 

After spending four days "pounding 
the pavement" at the 1986 Winter CES, 
I can enthusiastically (albeit tiredly] say 
that Atari has done it! The promises 
made a year ago about "Power without 
the Price" have come true, and there are 
more "true believers" in the ST now than 
ever before. The tone of the show itself, 
though, was dramatically different from 
its predecessors. 

Software companies were nowhere to 
be found. Some of the big names in 
home computer software were either not 
present or had small hospitality suites 
in local hotels. These companies decid- 
ed it would be more cost-effective not 
to have an exhibit at the show, but still 
wanted to show distributors, retailers 
and the press their new wares. Infocom, 
CBS Software and Broderbund, just to 




name a few large companies, weren't at 
the show at all. 

Another difference this year 'was the 
absence of hardware companies. In years 
past, Commodore and other home com- 
puter manufacturers typically showed 
up. Commodore not only failed to appear 
at CES, but had not appeared six weeks 
earlier at COMDEX. Speculators suggest 
that the future of Commodore — and the 
highly publicized Amiga — is uncertain 
at this time. 

Atari's presence. 

The Atari exhibit at COMDEX and 
that in Las Vegas had over fifty de- 
velopers displaying, demonstrating and 
strutting their stuff, using Atari-supplied 
equipment. The CES exhibit was less 
grand, being smaller in size and not as 
dramatic. The Atari booth consisted of 
several dozen video monitors on one 
wall showing videotapes, primarily of 
ST software from third-party developers. 

In the center of the exhibit, two ST 
computers were used by software ven- 
dors on a time-share basis. Each com- 
pany was allowed an hour or two to 
demonstrate their new products to an 
enthusiastic crowd. 

Next to the STs were two XE com- 
puters, a 130XE and a 65XE. Both 8-bit 
machines were demonstrating existing 
and soon-to-be-released Atari programs. 

One product shown was the Home 
Astronomer. This under-$50 product 
contains over 15,000 plotted stars and 
will allow the user to view constella- 
tions, change point of view and move 



through time. It can even be used to 
track Halley's Comet. An Atari spokes- 
man assured this skeptical reporter that 
it would be shipped in a matter of 
weeks. 




The AtariWriter Plus word processing 
program was also being demonstrated. 
See this month's End User column for 
a complete description. The AtariWriter 
Plus has been available for several weeks 
and retails for under $50. 

Several other new Atari 8-bit pro- 
grams were being shown. One was the 
so-called Star Raiders II, which resem- 
bles an unreleased version of Last Star- 
fighter. The game seems to be more 
challenging and combines elements of 
both the original Star Raiders and Last 



ANALOG COMPUTING 



APRIL 1986 / PAGE 95 




Winter CES continued 



Starfighter. Features such as tactical dis- 
play, orbiting space stations and dog- 
fighting have also been added, to im- 
prove playability. Star Raiders II will re- 
tail for under $40 and should be avail- 
able by the time you read this. 

Also announced — but not shown — 
was the XCU restyled tape recorder that 
will list for under $50. An Atari source 
told me that a 3V2-inch disk drive and 
80-column interface will be announced 
by Atari at the German Hanover Fair. 
The new 8-bit disk drive is said to hold 
over 300K of disk storage and have faster 
access time than the current 1050 and 
810 disk drives. Supposedly, existing 
DOS 2. OS and 2.5 files may be transfer- 
red to the new drive, but not vice versa. 
No price was mentioned on the new disk 
drive, nor was pricing or availability in- 
formation given on the 80-column in- 
terface. 

Atari also announced a bundled sys- 
tem, consisting of the 130XE computer, 
1050 disk drive and 1027 printer. In ad- 
dition to this hardware, the bundled 
software includes five titles : Silent But- 
ler (financial), Star Raiders (game), Mu- 
sic Painter (entertainment), Paint (gra- 
phics) and AtariWriter (word process- 
ing) . The entire package will retail for 
$400. Interestingly, the Atari press re- 
lease on this system also mentions a 
mouse.., 




Atari's 2600. 

Other Atari hardware announcements 
included the unveiling of what, at first, 
seemed to be two very puzzling pro- 
ducts. The 2600JR is a new, improved 
VCS game machine in a smaller, cuter 
and less expensive package. Retailing for 
under $50, the 2600JR is simply a re- 
vamped version of the venerable 2600. 
According to Atari, there are more than 
25-million VCS game units in players' 
hands (or on closet shelves). In 1985 
alone, over a million units were sold 
without any advertising at all! This led 



Atari to reduce the cost, resize and re- 
introduce the product. 

It also led Atari to believe there's a vi- 
able game market, so they re- introduced 
the 7800 game machine. The 7800 will 
sell for under $80 and is totally compat- 
ible with 2600 cartridges. The 7800, or 
ProSystem, was developed by the "old 
Atari" and had been sitting on Atari's 
shelf for almost two years. 

Sound and graphics on the 7800 are 
superior to the VCS, due to a special 
chip called "Maria." The 7800 is pack- 
aged with the Pole Position II cartridge. 
New 7800 titles include Rescue on Frac- 




7800 ProSystem. 

talus, Ball Blazer, Galaga, Food Fight 

and several improved versions of 2600 
games. 

As mentioned last month in our brief 
but timely CES coverage, Atari also an- 
nounced the 1040ST Although not pub- 
licly shown at this "mass market" show, 
the 1040ST features 1 megabyte of 
RAM, a built-in double-sided, double- 
density disk drive (for 720K storage), 
built-in power supply and the operating 
system (TOS) on ROM. 

In addition, this and all future ST 
computers will feature RF modulators on 
board, so that normal TVs can be used 
to display low-resolution output. The 
1040ST will retail for $1000 with a mon- 
ochrome (black and white) monitor, or 
$1200 with a color (RGB) monitor. 

Along with news of the 1040 ST and 
the fact that it will be sold only through 
computer retailers, came the announce- 
ment that "the Atari 520ST will be avail- 
able beyond computer specialty dealers." 
Atari is aiming at the mass market to 
handle their 16-bit computers, and it 
looks as if Toys 'R' Us may be the first 
mass merchant to handle the line. Wider 
distribution means selling more ma- 
chines, and Atari wants to do everything 
it can to accomplish that. 

The 520ST sold by mass merchants 
will retail for $700 (monochrome) and 
$900 (RGB), a $100 reduction in price 
from the existing system. In addition, 
the mass market version will be bundled 
with 1st Word (word processor), NEO- 
Chrome (graphics paint program) and 



two languages, BASIC and LOGO. 

Atari announced that a 20-megabyte, 
5V4-inch hard disk would soon be avail- 
able for the ST computers. Called the 
SHD-204, this unit will reportedly sell 
for under $700. Prototypes were being 
used at the Atari booth and appeared to 
be working well. 

ST software. 

Now that the new Atari STs are begin- 
ning to enjoy national acceptance, a rea- 
sonable question to ask is: what kind of 
programs can I get for an ST? As of the 
start of the CES, I counted over 80 titles 
on my local dealers' shelves. Atari 
claims that there are 150 ST titles avail- 
able now, with 100 more soon to follow. 

The following companies (in alphabet- 
ical order) were announcing or demon- 
strating ST software at the show. 

Abacus Software was demonstrating 
a German program called PC Board De- 
sign. Because the program was still in 
German, it was somewhat difficult to de- 
termine all its functions. It provides in- 
teractive layout of PC boards, component 
listing, automatic routing of traces and 
camera-ready printout. PC Board Design 
was being demonstrated on a mono- 
chrome monitor and seemed to be a 
sophisticated program. It will become 
available in April at under $400. 

Abacus was also displaying two new 
ST books. Atari ST Internals provides a 
very technical discussion of the compo- 
nent parts of the ST computer. Atari ST 
Machine Language is billed as a com- 
plete introduction to machine/assembly 
language on the Atari ST. 

Activision had several new programs 
for the Atari ST. Hacker, previously 
available for the 8-bit computers, is now 
out for the ST. Much like a mystery mov- 
ie, Hacker has no instructions, goal or 
guidelines; you simply boot the disk, 
and the program asks you to log on. 
What you do after that is totally up to 
you. You've "accidentally" broken into 
an unknown system and stumbled onto 




Hacker. 



PAGE 96 /APRIL 1986 



ANALOG COMPUTING 



a secret beyond anything you could im- 
agine. You must find out whose system 
you're on and what's happening. All Ac- 
tivision will say about the program is 
that there's a mystery to be solved — 
which may have several solutions. 

A new title for the ST is Borrowed 
Time. In this "living computer novel," 
you play the role of Sam Harlow, small- 
time private eye of the thirties. The 
game begins as you pick up the phone 
to hear a voice say, "Sam, they want you 
dead . . ." It's up to you to figure out who 
"they" are — and stop them before they 
stop you. 

A unique aspect of this illustrated text 
adventure is the use of pull-down win- 
dows, point and press options and 
"most used command" menus. Thus, 
you can use the keyboard entirely for 
commands, or rely on the mouse to is- 
sue instructions. Borrowed Time retails 
for under $50 and is available now. 

Activision also announced ST ver- 
sions of Mindshadow, Gary Kitchen's 
Gamemaker: The Computer Game De- 
sign Kit and Alter Ego. According to a 
company source, initial sales of ST soft- 
ware have been strong, so Activision 
will continue to support the new com- 
puter. The company recently acquired 
Gamestar, makers of the excellent Star 
League Baseball and Star Bowl Football. 
The original Gamestar staff is being re- 
tained, so we can look forward to excel- 
lent ST software from these folks. 

The most exciting news from Activi- 
sion is the release of Music Studio for 
the Atari ST. This professional-quality 
music composition program designed by 
Audio Light allows the user to create 
music interactively and control up to fif- 
teen instruments in one song, or up to 
eight voices at once. Music Studio has 
four tracks and can be interfaced with 
a MIDI instrument, though it also works 
with the built-in three-voice sound chip 
of the Atari ST. 

When using a synthesizer keyboard 
with Music Studio, via the MIDI inter- 
face, the program does not function as 
a sequencer or multi-track tape record- 
er. It's a composing rather than sequenc- 
ing program and uses standard music 
notation for editing and composing. Al- 
though real-time keyboard input cannot 
be entered into Music Studio, the pro- 
gram can send to a MIDI keyboard. 
Drop-down menus arid mouse control to 
create and edit make Music Studio easy 
and enjoyable to use. 



Music Studio will sell for $50 and be 

available by the time you read this. Work 
is already beginning on the next version 
of it, which will have real-time keyboard 
capture, as well as a MIDI patch librar- 
ian capability. 




= EJ L±J ALLEGRO. :133 



-' i, <»)< • 



Music Studio. 

Batteries Included, publisher of B- 
Graph, HomePak and PaperClip, was 

showing the DEGAS graphics program 
by Tom Hudson. In addition, they an- 
nounced that their GEM-based product 
line, called "IS" for Integrated Software, 
will be available for the ST during 1986. 

The programs, a word processor, data- 
base, portfolio, and time and billing 
managers, will work together in an in- 
tegrated manner, says the newly appoint- 
ed president of the company, Michael 
Reichmann. 

David Beckmeyer Development Tools, 
creator and publisher of the Micro C- 
Shell ST utility, announced their new 
MT C-Shell, a fully Unix-like environ- 
ment for the Atari ST line. The MT C- 
Shell is a multi-tasking addition to TOS, 
the ST's native operating system. MT C- 
Shell allows multiple ST applications to 
be used at the same time and includes 
a multi-tasking kernel, a concurrent In- 
put/Output subsystem and a Berkeley 
Unix-style command interpreter. The 
command interpreter uses a C-like pro- 
gramming syntax, a history mechanism, 
aliases, pipes, redirection and a com- 
plete assortment of Unix-style software 
tools. 

Unlike Unix, BOS or OS-9, the MT C- 
Shell is not a replacement OS for the ST; 
it works with GEM and is completely 
GEM compatible. One foreground task 
and as many background tasks as you 
want can be run concurrently. And, un- 
like a switcher's secondary tasks, with 
MT C-Shell background applications ac- 
tually continue running while the fore- 
ground task is active. Beckmeyer also 
stated that MT C-Shell is completely 
compatible with their earlier shell, and 
upgrades are available. 



The Micro RTX real-time executive is 
the actual extension to the Atari OS that 
provides multi-tasking capabilities. It's 
also available separately, for stand-alone 
multi-processing application develop- 
ment in portable C source code form, 
with generic assembly language bind- 
ings compatible with all major C de- 
velopment systems for the ST. No price 
was announced for either the MT C- 
Shell or the Micro RTX executive. Both 
should be available by the time you read 
this. 

Classic Computer Covers' new soft- 
ware division, Classic Image Software, 
was showing two programs for the Atari 
ST. Disk Library is based on the card 
catalog found in public libraries. It lets 
you reference any of your disk informa- 
tion with ease and by any method. 

A permanent file of your disk library 
is created when you use this program. 
Disk Library files, categorizes, cross 
references and reports on every disk, 
folder and file in your entire collection. 
The information is automatically updat- 
ed when you create new files, and you 
can easily search and report on your 
disk holdings. 

The second program demonstrated 
was Diablo. Derived from a European 
game of a half-century ago called Diab- 
lotin, this one consists of tracks, panels 
and a ball. It's both a maze and an ar- 
cade-style game, where you must con- 
stantly maneuver the tracks to route the 
ball to the end. In addition to being chal- 
lenging, Diablo is also colorful. 

Both Disk Library and Diablo will sell 
for $50 and will be available by the time 
you read this. 

Digital Vision, makers of the Compu- 
ter Eyes video acquisition system for the 
8-bit Ataris, announced that they'll soon 
have an ST version of the device. The in- 
terface module plugs into the RS-232 and 
number 1 joystick ports, and will accept 
NTSC composite video signals from 
such devices as VCRs and cameras. Low- 
resolution picture files, those compatible 
with DEGAS, NEO-Chrome, etc., can be 
scanned in from 6 to 45 seconds. The 
Computer Eyes ST will sell for $130 and 
should be available when you read this. 

Electronic Arts was not at the show, 
but had a suite in a local hotel. There 
is some confusion as to whether or not 
they'll be writing any software for the 
Atari ST. Tripp Hawkins, president of 
Electronic Arts, has been very adamant 
about stating that the Commodore Am- 
iga is the computer of the future, and 



ANALOG COMPUTING 



APRIL 1986 / PAGE 97 



COMPLETE ATARI 5T LINE 

CALL FOR PRODUCTS NOT LISTED 

520ST MONO - $649.95 

520ST RGB CALL 

520ST COMPUTER ONLY $399.95 
ST COLOR MONITOR $349.95 

ST MONO MONITOR $179.95 

ST DOUBLE SIDED DRIVE $229.95 




Winter CES continued 



ST SOFTWARE: 




THE FINAL WORD 


99.95 


PC/INTERCOMM 


79.95 
119.95 


VIP PROFESSIONAL 


PERSONAL PASCAL 


47.95 


ST TALK 


12.95 


hipposimple (database). . 


34.95 


HIPPO DISK UTILITIES 


34.95 


HEX 


27.95 
29.95 
29.95 


DEGAS 


SUNDOC 


CRIMSON CROWN 


27.95 


TRANSYLVANIA 


27.95 


ULTIMA II 


39.95 
34.95 


PERRY MASON 


FAHRENHEIT 451 


34.95 
34.95 


NINE PRINCES IN AMBER. 


BORROWED TIME 


34.95 
29.95 


HACKER 


A MIND FOREVER VOYAGING 


34.95 


KING'S QUEST II 


34.95 

3E CALL 


FOR MORE SOFTWARE PLEA" 


DISK DRIVES: 




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$199.95 


ASTRA 1001 


$249.95 


ASTRA THE ONE' 


$299.95 


ASTRA 2001 


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MODEMS: 




ATARI 301 


39.95 


MPP-1200 


199.95 


UCALL (interface) 


37.95 


PRINTER INTERFACES: 


MPP-MICROPRINT 


36.95 
46.95 
74.95 


MPP-1150 


UPRINT A16 (16K buffer). . . 


PROGRAMMING AIDS: 




BASIC XE 


47.95 
37.95 


BASIC XL 


ACTION! 


47.95 
47.95 
18.95 


MAC 65 


Tool Kits (XL, Action, or Mac65) 


WRITER'S TOOL 


39.95 


400/800/130XE SOFTWARE 




ULTIMA IV 


39.95 


ALTERNATE REALITY 


29.95 


GOONIES 


19.95 


ZORRO 


19.95 


BOUNTY BOB STRIKES BACK 


24.95 


UNIVERSE 


69.95 


RETURN OF HERACLES .... 


29.95 


ADVENTURE MASTER 


29.95 


SILENT SERVICE 


24.95 


ATARI WRITER + 


39.95 


SYNFILE or SYNCALC 


29.95 


B/GRAPH 


29.95 


PAPER CLIP 


39.95 


BOOK OF ADVENTURE GAMES I 17.95 


BOOK OF ADVENTURE GAMES II 17.95 


SPECIALS: 




PARTY QUIZ (reg. $44) 


19.95 


ENJOYSTICK (reg. $35) 


9.95 


OILS WELL (cart) 


9.95 


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CIRCLE #138 ON READER SERVICE CARD 

PAGE 98 /APRIL 1986 



that this is the machine his company 
will support. 

Nevertheless, Electronic Arts will pro- 
bably be porting Financial Cookbook 
and either Skyfox or Marble Madness to 
the Atari ST. Of course, like many oth- 
er software companies, Electronic Arts 
will jump on the bandwagon if ST sales 
should really take off. 

Probably the most exciting software 
shown at this year's CES was The Pawn 
from Firebird. Firebird Software is an 
American division of Rainbird Software 
(which somehow is associated with Bri- 
tish Telecom). It was originally written 
in England by a company called Mag- 
netic Scrolls, but is distributed in the 
U.S. by Firebird. All that doesn't mat- 
ter — the program itself is excellent. 

Anita Sinclair, one of the program's 
authors, was demonstrating an almost- 
complete version of the game. The Pawn 
is a graphics text adventure startling in 
both its sophistication and its small 
touches. If you've gotten used to the 
parsers in text adventures from Infocom 
and others, you'll be amazed at the lev- 
el of this parser. 

The game understands relative phras- 
ing, in addition to the more traditional 
noun-adjective-verb sequences. The par- 
ser is especially unique in its handling 
of objects. They may be referenced by 
location, as well as name. If you were 
to type pot the plant in the plant pot next 
to the potted plant, the program would 
acknowledge with the plant has been 
potted. 

The game takes place in Kerovnia, a 
mystical land in the middle of nowhere. 
The object is to find a way to remove a 
wristband that, while attached to your 
hand, prevents you from leaving the 
country. It's imperative that you leave 
the land of Kerovnia as soon as possible. 

The Pawn is a project that has span- 
ned more than a year. One of the attrac- 
tive features of the game is that pull- 
down menus, in the shape of scrolls, are 
available to help you and allow you to 
issue commands. Another remarkable 
feature: when you pull down on one of 
the scrolls at the top of the screen, you 
pull down a low-resolution color picture 
on top of your medium-resolution text 
screen. 

As you continue to interact with the 
game, the color screen gradually scrolls 
off to the top, but can be instantly pulled 
down again. The effect is much like that 
of pulling down a window shade. This 
particular technique is one of the hall- 



marks of the Amiga, and seeing it done 
on the ST just reinforces the view that 
the ST is truly a remarkable machine. 

The entire adventure is written in ma- 
chine code, rather than C or Pascal, so 
it runs a lot faster than the products most 
text adventurers are used to. The Pawn 
will retail for $45 and be available by 
May. I can't wait. 

Although not at the show, Hippopota- 
mus Software had flyers at the Atari 
booth. In addition to mentioning previ- 
ously announced software products, the 
Hippo flyer mentioned two hardware 
products. The Hippo ST Sound Digitiz- 
er is an 8-bit A/D and D/A converter that 
plugs into the parallel printer port, to al- 
low 400,000 audio samples per second 
to be taken. Software is also included to 
control, sample, edit and play back the 
sampled sounds. It also includes a real- 
time graphics oscilloscope. 

The other Hippo product was the Hip- 
povision Video Digitizer. Using the low- 
resolution color ST screen, the video 
digitizer uses a standard NTSC compos- 
ite video input (TV camera, VCR, even 
8-bit Atari computer) to create a NEO- 
Chrome format picture file. The frame 
grabber reportedly "snaps" the color pic- 
ture in a single video frame and uses a 
software "voting" system to pick the op- 
timum 16-color ST palette, according to 
the image. 

The Hippo ST Sound Digitizer will 
sell for $140. No price was mentioned 
for the video digitizer, although a reli- 
able source said the color video digitiz- 
er would cost under $300, while a black 
and white video version may cost under 
$200. 

Hybrid Arts, makers of the MIDI- 
MATE and MIDI Track n products for 
the 8-bit Ataris, announced that they 
would soon have a MIDI sequencer for 
the ST. Called MIDITrack ST, the prod- 
uct will feature a 24-track MIDI/SMPTE 
recorder and will use the ST's built-in 
MIDI interface. It should be available by 
April in both "professional" and "con- 
sumer" versions. 

Hybrid Arts also announced several 
other products. DX-Droid is a graphic 
editor and librarian system for the Atari 
ST. It is reported to use artificial intel- 
ligence techniques to program sounds 
on a Yamaha DX-7 or TX synthesizer. 
DX-Droid will sell for $245 by the time 
you read this. 

Microprose Software was showing Si- 
lent Service for the Atari ST. In Silent 
Service, you're the commander of a 

ANALOG COMPUTING 



World War II submarine in the depths 
of the Pacific Ocean — who must sink 
enemy ships without being destroyed. 
Written by F-15 Strike Eagle author Sid 
Meier, the game is expected to become 
available by April. 

One of the more impressive software 
products of the show was Migraph's 
Easy Draw. Billed as a professional 
drawing program for the ST, Easy Draw 
is an object-oriented drawing program, 
allowing you to create custom business 
graphics, presentation materials, multi- 
dimensional illustrations and line 
drawings. 

The program offers many features that 
make drawing easy: multiple windows, 
full GEM interface with drop-down me- 
nus and mouse action, zooming, clip- 
board art, predefined patterns, object 
rotation and multiple font selection. 

As a regular user of GEM Draw on a 
PC, and after having seen a demo of 
Easy Draw, I can vouch for the fact that 
Migraph has a very powerful program, 
indeed. Easy Draw will work on both 
a monochrome and color monitor and 
will be available by the time you read 
this, at $99.95. 

A representative for Mindscape told 
me they've recently acquired the rights 
to a British arcade game called Bratac- 
cus. Aside from this one title, Mind- 
scape has no intention of developing for 
the Atari ST computer at this time. They 
feel the Amiga/Macintosh is a more vi- 
able market, however, they will join in 
if the ST succeeds. 

Optimized Systems Software (OSS), 
long-time supporters of the Atari 8-bit 
computers with such products as Ac- 
tion!, BASIC/XL and BASIC/XE, was 
one of the companies sharing an ST at 
the Atari booth. Affable Bill Wilkinson 
was demonstrating their first ST prod- 
uct: Personal Pascal. 

The programming language runs un- 
der GEM, so drop-down menus for edit- 
ing, linking and compiling are available. 
Of course, the use of the ST mouse 
makes program creation all the more 
simple. 

OSS decided to create their own GEM 
AES and VDI calls in this particular ver- 
sion of Pascal. The program editor uses 
a text-based design, with cut and paste 
capability and help screens similar to 
the Action! editor. There are also such 
features as automatic file backup, auto- 
matic indenting, English error messages 
and debug tracing. Personal Pascal from 
OSS looks like the first real language for 



the ST. Given its ease of use and power, 
it may become the de facto ST standard 
language. 

Personal Pascal retails for $75, $25 
less than originally advertised — how's 
that for a price change? The language is 
disk-based and comes with an almost 
300-page manual. It looks as if OSS 
plans to support the Atari ST as it has 
the 8-bit computers. 

QRS Music Rolls was showing their 
translated piano rolls for the ST. By at- 
taching a keyboard synthesizer to the ST 
via the MIDI ports, you can hear authen- 
tic piano rolls, converted to synthesizer 
code. The QRS music roll collection in- 
cludes a number of celebrity perfor- 
mances by keyboard greats like Scott 
Joplin, Gershwin and Liberace. Each 
disk contains six songs and sells for $20. 

Soniture was showing an interesting 
product called the Space Pen. This 
three-dimensional light pen is currently 
available for the Atari 8-bit computers 
and will sell for under $150. Although 
it will function as a normal, two-dimen- 
sional light pen with software like the 
KoalaPad and the Atari Touch Tablet, it 
requires its own software to use the third 
dimension. 

What makes the Space Pen unique is 
its ability to detect the third (or Z) axis. 
The user can operate the device within 
a six-foot area in front of the computer 
display. It functions via ultrasonic sen- 
sors located inside a three-point receiver 
frame. The hand-held transmitter resem- 
bles a light pen and can be used most 
effectively for graphics programs where 
some degree of "zooming" is useful. The 
Space Pen has an accuracy of one-tenth 
of an inch in the X and Y axes, and one- 
hundredth of an inch in the Z axis. 




Space Pen. 

Spinnaker Software announced that 
they will soon have ten titles for the ST. 
These will be ports of existing programs 



from the Spinnaker, Telarium and Wind- 
ham Classics brands. At the last CES in 
Chicago, Spinnaker announced that it 
was planning on developing ST soft- 
ware. They've made good on their word, 
introducing these titles during the first 
quarter of 1986. 

From the Spinnaker line we'll see 
Homework Helpers: Writing and Home- 
work Helpers: Math Word Problems. 
Treasure Island and The Wizard of Oz 
will come from the Windham Classics 
brand. The Telarium label will feature 
ST versions of Perry Mason: Case of the 
Mandarin Murder, Nine Princes in Am- 
ber, Amazon, Dragonworld and Faren- 
heit 451 (the latter is available now). 

The programs will list for between 
$40 and $50. Spinnaker sees the ST as 
a strong product and is pleased with the 
cooperation received from Atari. We're 
pleased to see Spinnaker supporting the 
ST. 

Sublogic announced that they're hard 
at work developing new third-generation 
flight simulators for the 68000 com- 
puters. According to the company, the 
ST version of the flight simulator will 
have significant new features compared 
to earlier versions of the program. You'll 
have a choice of flying either a Cessna 
128 or a Lear Jet. Drop-down menus 
have replaced the program's editor page, 
so that control and fine tuning can be 
done much more easily. 

You'll be able to control the aircraft 
from either the keyboard or the mouse 
on the ST version. Also, multiple 3-D 
windows let you watch two or more 
views simultaneously, while you fly. In 
addition to the nine standard cockpit 
views, there's an additional control tower 
view and spotter plane view. These al- 
low you to watch yourself fly, either 
from a fixed ground position or an ex- 
ternal aerial perspective. 

The ST Flight Simulator will be avail- 
able in April. No price has yet been an- 
nounced. 

Supra Corporation, formerly Micro- 
bits Peripheral Products (MPP), was 
showing a 5 x k -inch, 10-megabyte hard 
disk for the ST. Actually, they weren't 
showing it, but had cleverly provided 
several other companies with demo 
units for the show. What better way to 
advertise? The hard disk will retail for 
$800 and should be out by the time you 
read this. A Supra representative said 
that 20-, 40- and 80-megabyte versions 
would also be developed eventually. 

The hard disk comes with utility soft- 



ANALOG COMPUTING 



APRIL 1986/ PAGE 99 




Winter CES continued 



ware, DMA port adapter and controller. 
Supra is considering selling the hard 
disk and hard disk interface (controller) 
separately. 

8-Bit Products. 

Computer Magic was showing an in- 
teresting product for robot lovers of all 
ages. Called Robot Link, this program 
runs on any Atari 8-bit computer and 
lets you control Tomy Omnibot and Ver- 
bot robots. The software is unusual, in 
that you don't need to actually walk the 
robot through its series of steps in order 
to train it to do something. Various se- 
quences can be saved to disk and later 
reloaded. 

The package comes with several 
games that take advantage of the pro- 
gram's unique ability to make one of the 
Tomy robots move in a random fashion. 
In addition, Robot Link allows you more 
precise control over your robot's maneu- 
verability. Robot Link will sell for ap- 
proximately $40. 

A small Oregon company, Covox, had 
an intriguing product at the show. They 
were exhibiting a voice recognition and 
synthesis unit for Apple, Commodore 
and Atari computers. Voice Master lets 
you record words in any language, using 
your own pitch and accent, then have 
the program recognize and speak the 
words. Included in the $90 price is an- 
other program, Voice Harp. This lets you 
perform, compose and write music sim- 
ply by humming or whistling into the 
microphone. Seeing (and hearing) it in 
action is truly uncanny. 



810 ON A PLATE 
DISK DRIVE $100. 



Printed Circuit Boards (PCB) w/paits 

800 Main .. . . $10 16K RAM ... $10 810 Analog ... $10 

800 Power . . . . $5 10K OS $10 810 Power .... $15 

CPU w/GTIA . S10 810 side W/DSS40 1200 XL .... $35 

800 XL $50 

IC $5. ea GTIA, 800 ANTIC, 800 CPU, XL CPU, POKEY, 6520 

PIA, 6507. 444, 6532, 6810, 810 ROM C 

IC $10. ea XL ANTIC, MMU, XL/XE OS, BASIC C, 850 ROM B, 

1050 ROM, 1771 ^ nc 

Complete working 810 Less case $99.95 

With B&C Black Anodized Case $120.00 

With Case and Happy Upgrade $220.00 

Field Service Manuals 800/400, 800XL or 810 ... $25. ea 

For 1050, 1025, 1027, 825, 850 or 1200XL $20 ea 

Diagnostic Cartridges Computer or Disk $25. ea 



B 'xonputenr1sions 749-1003 

3283 Kifer Rd.. Santa Clara. CA 95051 
ORDERS IN CA 1 800 672 3470 EXT 873 
OUTSIDE CA 1-800-538-8157 EXT 873 



CIRCLE #111 ON READER SERVICE CARD 



The Voice Harp lets you produce var- 
ious tone qualities, different keys and 
multi-note harmonies. You can even see 
the notes scrolling on-screen on a mu- 
sical staff as you hum or whistle. The 
results of your composition can be edit- 
ed, saved and even printed. I look for- 
ward to obtaining a Voice Master in the 
near future, to do a full-scale review. 

Digital Devices was showing their 
complete selection of peripherals for the 
Atari 8-bit computers. The U-Print (Uni- 
versal Printer) interface product line has 
been expanded to include 16K and 64K 
buffer versions. The 16K version (Mod- 
el A16) sells for $120, while the 64K 
product (Model A64) retails for $180. 
These grew out of the company's origi- 
nal Ape-Face printer interface. It's still 
available (without a built-in printer buf- 
fer) for $90, and is now called the U- 
Print A. 

Digital Devices also had their two 
Pocket Modems that feature auto-answer 



tiiy 


^DIGITAL DEVICES & T 



U-Call Pocket Modem. 

/auto-dial, direct connection to the 8-bit 
computer and bundled terminal soft- 
ware. The Pocket Modem is available in 
a 300-baud and a 1200-baud version. 

Hybrid Arts announced three new 
products for the Atari 8-bit machines. 
MidiCom is a telecommunications pro- 
gram designed to transmit and receive 
MIDI song and voice files over the 
phone via modem. It retails for $50 and 
will be available shortly. 

CZ-Patch is a voice library program 
which allows you to store Casio CZ syn- 
thesizer voice patches on your computer 
disk drive. It sells for $80 and is avail- 
able now. DX-Patch is a similar library 
patch program for the Atari 8-bit com- 
puters. It lets you store Yamaha DX-7 and 
TX keyboard synthesizer voice patches. 
It, too, sells for $80 and is available now. 



Microprose was showing a strategy 
game called Conflict in Viet Nam. This 
is the latest in their series of war simu- 
lation games. Similar to the previously 
released Crusade in Europe, Conflict of- 
fers five realistic battle scenarios based 
on the war. Written by Ed Bevers and Sid 
Meier, Conflict in Viet Nam will be 
available by April. 

Far afield. 

There were several products shown at 
CES which, at first glance, don't seem 
appropriate for coverage in an 
Atari-specific computer magazine. How- 
ever, when you stop to think about it, 
they will surely impact the future of all 
computing — Atari computing, in par- 
ticular. 

Grolier Electronic Publishing was 
showing the CD-ROM version of their 
Academic American Encyclopedia. It's 
basically the same encyclopedia shown 
at the Atari booth during the June CES. 
The Grolier's encyclopedia and a Philips 
CD-ROM drive are only available for the 
IBM PC (and compatibles) at this time. 
List price is $1500 for the package. 

Atari had previously announced that 
they'd been unable to get CD players at 
a low enough cost to meet their under- 
$500 retail target price. According to 
several Atari sources, it looks as if these 
drives will be available by mid-1986. We 
can probably expect the ST computer 
version of a CD player with software 
sometime during the last part of the 
year. The 550-megabyte Grolier's Ency- 
clopedia to go with it will cost $200 
separately. 

Another product with promise for the 
not-so-distant future is a CD player from 
Pioneer. Unlike other CD players, which 
can play only one disc at a time, the Pio- 
neer model holds a magazine of six 
discs. Called the PD-M6, this new Pio- 
neer disc player will sell for $500 list. 

Consider the impact this particular 
product may have on the CD ROM tech- 
nology. Now, in addition to having over 
a half-gigabyte (550-million bytes) of 
storage on one CD, you'll have access to 
over 3 gigabytes. Under computer soft- 
ware control, this type of CD player may 
provide all the references you need at 
your fingertips — encyclopedia, diction- 
ary, thesaurus, atlas, almanac and na- 
tional telephone directory. Amazing! B 

(Manufacturers list on 
page 112) 



PAGE 100 /APRIL 1986 



ANALOG COMPUTING 



32K Cassette or Disk 



GAME 




One for 
the Road 




"Things are tough," I said. "Tough all over." 

The bartender shrugged and relieved me of another 
dollar. I'd been perched by the bar for a coupJe hours 
now, knocking back snakebites and taking in the cir- 
cus sideshow that was Smitty's Roadside Tavern. 

You never knew what you'd find at Smitty's. Just 
then, I was watching a jerk snatch flies out of the air 
and toss them into his half-filled mug of brew. Every 
time he snagged one, he'd look around and suck his 
teeth. \eah, you're cool, buddy. All I could think 
about was those poor flies, spending their last mo- 
ments gagging on that cheap beer. I turned back to 
the bar in disgust and inhaled my tenth shot. 

"Things are tough," I mumbled. 

And things were tough. I hadn't worked in months. 
Okay, I'll grant you that my type of work is hard to 
find. Not too many people are interested in hiring a 
professional risk-taker, but I had always managed to 
stay busy. After all, I'd do virtually anything — climb 
mountains, fly planes, hack through jungles. I was 
tough. They didn't call me "Nails" O'Riley for nothing. 



I was just about to order another shot when it oc- 
curred to me that things had gotten awfully quiet. 
I looked back to the fly killer, assuming he was some- 
how responsible for the sudden silence. But he was 
just staring toward the front door. Everyone was star- 
ing that way, but me. I decided to make it unanimous 
and turned to discover what was so interesting. 

The strangest man was standing there, couldn't 
have been more than /ive-/oot-three. His face was bu- 
ried beneath a thick white beard, and his snowy hair 
was blown into such disarray that it looked teased. 
Large drops of water oozed from his outdated suit to 
the floor. I guessed that it had started to rain. 

As I watched him, I was struck by the melodrama 
of the scene. My imagination immediately began to 
create a story around this little man. I cast him as 
a professor from the local university who had stum- 
bled upon some amazing discovery. He had come to 
Smitty's to find the famous "Nails" O'Riley, with an 
offer of danger, excitement and, of course, ample 
remuneration. He would walk up, tap my shoulder 
and say something like "Mr. O'Riley, I presume?" 

I chuckled at my foolishness and signaled for an- 



ANALOG COMPUTING 



APRIL 1986 / PAGE 101 



i&f 



One for the Road continued 



other shot. I was about to convert the amber fluid to 
the past tense when someone tapped my shoulder. 

"Mr. O'Riley, I presume?" It's a good thing the liq- 
uor hadn't passed my lips; I'd be choking still. 

I listened, open-mouthed, while he introduced him- 
self as Pip Sigourney a professor from the local 
university who had made an amazing discovery. He 
told me he had evidence that, long before our pres- 
ent age, there existed a civilization with a technolo- 
gy superior to ours. 

"But they didn't gain their knowledge of the sci- 
ences through the empirical methods we incorporate," 
he squeaked excitedly. "No, indeed. They worshipped 
powerful gods. These gods, in turn, provided them 
with amazing things!" He went on about strange ma- 
chinery and midnight sacrifices and all sorts of weird 
stuff. All I cared about was how much this fruitcake 
would pay for what had to be a wild goose chase. 

My assignment was to go to a small island off the 
coast of Africa and verify the existence of this civili- 
zation. He would use whatever evidence I could dig 
up to convince his colleagues to mount a full-scale 
expedition. I agreed, of course. I didn't care if he was 
nuts; his money was just as green as anyone else's. 




After the professor left, I snatched up the waiting 
shot. The wad of bills he'd left with me was lying 
on the bar, and I noticed that the fly killer was star- 
ing at it goggle-eyed. Taking advantage of his dis- 
traction, I raised my glass and said good-naturedly, 
"One for the road!" He grinned, grabbed his mug and 
downed its contents in three swallows. It took him 
a few seconds to realize what he'd done. 

I left, a happy man. 

Adventure awaits! 

Well, Nails O'Riley got a boat, the "Sea Hammer" 
and left on schedule for the mysterious island Pip 



Sigourney had marked on an old map. It didn't take 
him long to get into serious trouble. A storm popped 
up out of nowhere, and Nails soon found himself con- 
cerned with much more than verifying the profes- 
sor's claim. He was in a battle for his life! 

As we enter the story, Nails is just off the island's 
coast, fighting to keep the Sea Hammer from an ap- 
pointment with the rocks. Quite honestly, I don't see 
that he has much chance. The way the storm's blow- 
ing, his boat is going to be ground into toothpicks 
any second. 

Why are you being told all this? You are Nails 
O'Riley. It's up to you to get to the relative safety of 
the island, then figure out a way to get home. You 
may even get a few surprises along the way (in fact, 
you can be sure of it). Sound easy? Well. . . 
T/ping it in. 

Before typing anything, look at the listings accom- 
panying this article. 

Listing 1 is the BASIC data and data checking rou- 
tine. This listing is used to create both cassette and 
disk versions of One for the Road. The data state- 
ments are listed in hexadecimal (base 16), so the pro- 
gram will fit in 16K cassette systems. 

Listing 2 is the assembly language source code for 
One for the Road, created with the OSS MAC/65 as- 
sembler. You don't have to type this listing to play 
the game! It is included for those readers interested 
in assembly language. 

Follow the instructions below to make either a cas- 
sette or disk version of One for the Road. 

Cassette instructions. 

1. Type Listing 1 into your computer using the 
BASIC cartridge and verify your typing with 
Unicheck (see page 13). 

2. Type RUN and press RETURN. The pro- 
gram will begin and ask: 

MAKE CASSETTE COJ , OR DISK tl>? 

Type and press RETURN. The program will 
begin checking the data statements, printing the 
line number of each as it goes. It will alert you 
if it finds any problems. Fix any incorrect lines 
and re-RUN the program, if necessary, until all 
errors are eliminated. 

3. When all of your data lines are correct, the 
computer will beep twice and prompt you to 
READY CASSETTE AND PRESS RETURN. Now 
insert a blank cassette in your recorder, press the 
RECORD and PLAY buttons simultaneously and 
hit RETURN. The message WRITING FILE will 
appear, and the program will create a machine 



PAGE 102 /APRIL 1986 



ANALOG COMPUTING 



language boot tape version of One for the Road, 

printing each data line number as it goes. When 
the READY prompt appears, the game is recorded 
and ready to play. CSAVE the BASIC program 
onto a separate tape before continuing. 

4. To play, rewind the tape created by the BA- 
SIC program to the beginning. Turn your com- 
puter OFF and remove all cartridges. Press the 
PLAY button on your recorder and turn ON your 
computer while holding down the START key. 
If you have a 600 or 800XL computer, you must 
hold the START and OPTION keys when you 
turn on the power. The computer will "beep" 
once. Hit the RETURN key, and One for the Road 
will LOAd and RUN automatically. 

Disk instructions. 

1. Type Listing 1 into your computer using the 
BASIC cartridge and verify your typing with 
Unicheck [see page 13). 

2. Type RUN and press RETURN. The pro- 
gram will ask: 

MAKE CASSETTE (83, OR DISK CD? 

Type 1 and press RETURN. The program will 
begin checking the data lines, printing the line 
number of each statement as it goes. It will alert 
you if it finds any problems. Fix incorrect lines 
and re-RUN the program, if necessary, until all 
errors are eliminated. 

3. When all the data lines are correct, you will 
be prompted to INSERT DISK WITH DOS, 
PRESS RETURN. Put a disk containing DOS 2. OS 
into drive 1 and press RETURN. The message 
WRITING FILE will appear, and the program 
will create an AUTORUN.SYS file on the disk, 
displaying each data line number as it goes. 
When the READY prompt appears, the game is 
ready to play. Be sure the BASIC program is 
SAVEd before continuing. 

4. To play the game, insert the disk contain- 
ing the AUTORUN.SYS file into drive 1. Turn 
your computer OFF, remove all cartridges and 
turn the computer back ON. One for the Road 
will LOAd and RUN automatically. 

Playing the game. 

One for the Road is a text adventure and, like most 
games of its type, you communicate with the pro- 
gram by two-word commands. These commands 
should be in a verb/noun format (i.e., LOOK CABI- 
NET, GET KNIFE). 

There are a few exceptions. All directions should 
be abbreviated to a single letter (N, S, E, W, U, D). 



Other single-letter commands include X, A, and Q. 
Use X whenever you wish to save the game. The com- 
mand A repeats the last command you entered. Q 
is for Quit. After using Q you'll be asked to verify 
your choice. If you type Y, you'll return to the game's 
title screen. 

One for the Road will not understand everything 
you type. To help you find the right commands, the 
program will give you short "Syntax Error" messages. 
The messages Bad verb or Bad noun indicate that 
the verb or noun you used is not in the program's 
vocabulary. 

If you need hints, don't call ANALOG Computing. 
We are absolutely not giving out adventure hints over 
the telphone! If you're really stuck, send a self-addres- 
sed, stamped envelope to: ONE FOR THE ROAD, c/o 
ANALOG Computing Magazine, P.O. Box 23, Worces- 
ter, MA 01603. 

The "Without Whom" Department 

Regular readers of ANALOG Computing will no 
doubt suffer a bit of deja vu when they get their first 
look at this program. This is because, rather than 
spending months duplicating code already in exis- 
tence, I used Brian Moriarty's excellent program 
Crash Dive! (from issue 18) as a skeleton for One for 
the Road. 

I want to give a hearty "Bravo!" to Brian Moriarty 
for the superb job he did in writing Crash Dive!(is- 
sue 18). Brian's squeaky clean code was a delight to 
work~with, and I only hope he won't think I mucked 
it up too much! PI 



Listing 1. 
BASIC listing. 

10 REM *#* ONE FOR THE ROAD «*» 

20 TRAP 20:? "MAKE CASSETTE CO J , OR DI 

SK CD"; : INPUT D5K:IF DSK>1 THEN 20 

30 TRAP 40000:DATA 0,1,2,3,4,5,6,7,8,5 

,0,0,0,0,8,0,0,18,11,12,13,14,15 

40 DIM DAT5C91J ,HEXC22J :F0R X=0 TO 22: 

READ N : HEX CX)=N: NEXT X : LINE-990 :REST0R 

E 1000: TRAP 120:? "CHECKING DATA" 

50 LINE=LINE+10:? "LINE :"; LINE :READ DA 

T$:IF LENtDAT$}<>98 THEN 220 

60 DATLIN=PEEKC183J+PEEKC184)*256:IF D 

ATLINOLIHE THEN ? "LINE '^LIHE;" MISS 

ING!":END 

70 FOR X=l TO 89 STEP 2 : Di=ASC CDATS tX, 

XJ J -48 : D2=ASC C DATS CX+1 , X+1J J -48 : BYTE=H 

EXCD13W16+HEXCD2) 

88 IF PA55=2 THEN PUT ttl,BVTE:NEXT X:R 

EAD CHKSUM:G0T0 50 

90 TOTAL=TOTAL+BYTE:IF T0TAL>S9S THEN 

T0TAL-T0TAL-1000 

100 NEXT X:READ CHKSUM:IF TOTAL=CHKSUM 

THEN 50 
110 GOTO 220 



ANALOG COMPUTING 



APRIL 1986 /PAGE 103 



120 IF PEEKU95J<>6 THEN 228 
139 IF PAS5=0 THEM 178 
146 IF NOT DSK THEN 168 
158 PUT «1,224:PUT H1,2:PUT tU,225:PUT 
H1,2:PUT ttl,128:PUT ttl,31:CL05E H1:EN 
D 

160 FOR K=l TO 35:PUT H1,0:NEXT X:CLOS 
E HI: END 

178 IF NOT DSK THEN 208 
188 ? "INSERT DISK WITH DOS, PRESS RET 
URN";:DIN IN$C1J:INPUT INS:OPEN HI, 8,0 
,"D:AUTORUN.SYS" 

198 PUT «1,255:PUT H1,255:PUT H1,128:P 
UT Ml, 31S PUT H1,52!PUT ttl,61:G0T0 210 
208 ? "READY CASSETTE AND PRESS RETURN 
".•SOPEN ttl,8,128, n C:":REST0RE 236:F0R 
X=l TO 40: READ N:PUT HI, N: NEXT X 
218 ? :? "WRITING FILE":PASS=2:LINE=99 
0:RESTORE 1866:TRAP 120:G0T0 58 
228 ? "BAD DATA: LINE ";LINE:END 
238 DATA 0,60,88,31,127,31,169,0,141,4 
7,2,169,60,141,2,211,169,0,141,231,2,1 
33,14.169,56,141,232,2 

248 DATA 133,15,169,128,133,10,169,31, 
133,11,24,96 

1880 DATA A20O8E44O2E886O920B63A2O65E4 
4CBB1F7870787042483C981002981082981082 
028202628298108202901802.136 
1010 DATA 028080100202028202027041911F 
A2FF9A20D92BA28CA086289E2BA9BFA8342084 
2BA216A087289E2BA9D0A034.163 
1820 DATA 20842BA208A009209E2BA9E1A034 
28842BA205A010209E2BA9FAA03428842BA203 
A012289E2BA919A83520842B,359 
1830 DATA A9868D2C3C8D2D3CA9228D2F8220 
A32BAD1FD0C907F8F9AE1FD6E687DOF9C966F8 
0AC9O3FO0C20A72B4C172O20,184 
1848 DATA 61384C9E20A285A014209E2BA93C 
A03520842B2OA32B2OCE2CC944FOGDC943FO0F 
20E22F20A72B4C4A2020EC2F,337 
1050 DATA 4C672020F32FA9839D4203A9049D 
4A03A9009D4B032056E438DAA210A9C89D4483 
A93A9D4503A9519D4803A901.566 
1060 DATA 9D4903A9079D42032O56E430BA20 
E22F28D92BA9918D3082A91F8D3102A95BA035 
20842BA98C8553A980A03520,894 
1070 DATA 842BA996A03520842B20BE2C20BE 
2C20BE2C20BE2C28C62CA9C2A03520842B20C6 
2CA9E3A03520842B2OBE2C2O,317 
1080 DATA BE2CA9278553A90C8DC002A9308D 
81DOA9CA8D02D0A9408D83D8A2FF8E8ED68E0F 
D88E16D8E88E64D0E88E6F02,950 
1O90 DATA A9O38D09DO8DOAD08D0BDOA9FO85 
81A91E8582A9OD8552A02FA22EA9062O5CE4A9 
588DO8O2A92B8D01O2A9CO8D,929 
1100 DATA 0ED4ADC23A4CCD23A2FF9A20662E 
EEC03ADOO3EEC13AADC23AC90390034C7E21CE 
D53AADD53AD0142OD92BA2O9.458 
UiS^R9IS„52 03209E2Bft9EEfl 03920842B4CC3 
2FADDC3AF06FCEDC3AADDC3AD667ADC23ACDCF 
3AF048A91920822FF841ADCF,346 
1120 DATA 3A0A85900A1865906905A8B9673B 
C919F00388D0F6ADCF3AC909DO1CA98899673B 
A98A8D1C3BA00A209C2BA911,16 
1130 DATA AO3820842B205C2C4CF221A9FF99 
673BDOE72OD92BA20CAO03209E2BA999AO3928 
842B205C2C4CC32FADD33AC9,873 
1140 DATA FFF023C900D01CADC23AC903F018 
A017B9673BC9FFF00788CO11D0F4FO08A90299 
673BCED33AADD13AF616CEDB.99 



1150 DATA 3AD011A9008DD13AA00A289C2BA9 

DEA03620842BADCC3AF01CCECC3AADCC3AD014 

20D92BA20BAOO32O9E2BA9ED,273 

1160 DATA A0362O842B4CC32FA9228D2F022O 

932D20BB2EA684E801D027AD0O06A208DD1931 

F810CA10F828B32EA98CA836,682 

1170 DATA 20842B4C522BBD45238591BD4E23 

85926C9100A920858A858BA201BD0006C920Fe 

12E8E48490F42OB32EA918A0.678 

1180 DATA 3620842B4C522B868DE0029OO2A2 

O2BDOO069589CA10F8A200868E868CAOOOB989 

O0DD2231D8O8E8C8COO39OF2,625 

1198 DATA B60DE68EA68CE8E8E8E05D90E1B0 

BEA68DE8A800BD0OO69989O0E8C8CO039OF4A2 

00868F868CA000B9890ODDB8,39 

1280 DATA 31D0O8E8C8C0O39OF2B018E68FA6 

8CE8E8E8E08790E120B32EA921A03620842B4C 

522BA58E85A70AAABD7C3185,983 

1210 DATA 91E8BD7C318592A58F85A8AABDEB 

3B85906C910O8181818181815744B723232323 

2323232424 A0OC2O9C2BA94E, 872 

1220 DATA A03620842BA222AOOC2O9E2B8686 

2OA32B2OCE2CC959F008A2OC2OC52B4C522B4C 

BB1FB593100AA93CAO362O84,116 

1230 DATA 2B4C522BD8859FC902D08CADC53A 

FO69AEC43AFO64D023C901D0OCAEC53AFO1AA9 

1628822FFO66C9O9D00FADD9,757 

1240 DATA 3ADO0AA9E3AO3720842B4C4C2B2O 

C224A59F8DC23A202224AOO5B1A09993O8B1A2 

999900881OF3A2012OC52BA0,564 

1250 DATA 01209C2BAEC23A20882CBD3C33BC 

523320842B20092F20D42E2O412F4C732F2OD9 

2BA209A0032O9E2BA982AO39,397 

1260 DATA 20842B4CC32FA951A03720842B4C 

4C2BOA859O0A18659085901869E385A0A93A69 

0085A118A590696785A2A93B,971 

1270 DATA 690885A36O20C22420D92BA205A0 

OB209E2BA93CA03A2O842BA9228D2F0220A32B 

20CE2CC944FO0DC943FO0F20,237 

1280 DATA E22F20A72B4C602428EC2F4C7D24 

2OF32FA9O39D4203A9089D4A03A90O9D4B0328 

56E430DAA210A9CO9D44O3A9,595 

1290 DATA 3A9D4503A9519D4803A9O19D49O3 

A98B9D42O32O56E430BA2OE22F4C9E2OA5A785 

8EA5A8858F4C2723ADC23A20,147 

1300 DATA 2224AOO5B9930O91AOB9990O91A2 

881OF360A58FC915BOO34CF22AA59O28822FDO 

034C1F2BA59O20952FFO834C,959 

1310 DATA 162B2O802FFOO34C042BA6A5A4A4 

B59999DD3AA9FF959920092F20412F4C732F20 

822FF0034C282B20932FFO03,298 

1320 DATA 4CGD2BA590C913D887A90O8DC83A 

F00AC919D006ADC23A8DCF3AA6A5A4A4B9DD3A 

9599A9FF99DD3ADOCOC901DO,354 

1330 DATA 1CADC23ADO14ADC33ADO12A9018D 

C33AA9A6A03720842B4C4C2B4C162B4C312BA5 

8FC927FO3FC929F03BA59OC9,414 

1340 DATA 16D0OCADC23AC902DOO34C7426A5 

9O2O952FFO0AA5902O822FF0034C162BA59OC9 

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2620 DATA 66667E000G7E66767E606000G07E 

6666667E1COOOO7C6C6C7E76760OOO7E6O7EO6 

667E00007E18181C1C1C0080,22 

2630 DATA 66666666767E00006666767E3C18 

000063636B7F7777000076763C3C7676000066 

667E18181800O07EOE187O7O.258 

2640 DATA 7E0000003E063E667E000060607E 

76767EOOOOOO7C6O607O7COOOO06067E666E7E 

0OOOOO7E667E7O7E0OOO1E18,96 

2650 DATA 7E3838388OOOOO7E666E7E067EOO 

6O607E667676000O18OO18181C1C00000EOOOE 

0E0E0E7EO0606C6C786E6EG8,618 

2660 DATA 00381818181C3C000000777F7F6B 

63OOOOOO7E66666666OOOOOO7E6676767EOO0O 

GO7E66667E7O7O00007E6666.547 

2670 DATA 7EOEOE0OOO7E666O7O7O000O087E 

607E067E0000187E18181C1C00000066667676 

7E0OOOOO6666767E180OO00O,21 

2680 DATA 636B7F7F77800000667E187E6600 

00006666667E067E00G07EGC38707EG0000000 

000000000000000000000000,76 

2690 REM * 7605 BYTES 



CHECKSUM DATA. 

(see page 13) 

10 DATA 973,351,496,811,423,729,200,60 

3,555,573,694,613,29,205,197,7452 

160 DATA 751,198,962,863,491,30,155,93 

2,287,186,595,607,17,729,709,7512 

1060 DATA 636,891,219,888,172,404,34,4 

9,343,82,803,686,645,277,946,7075 

1210 DATA 638,916,82,619,572,696,822,9 

20,849,686,823,235,50,835,998,9741 

1360 DATA 177,15,21,95,586,838,846,364 

,823,206,2,952,972,965,199,7061 

1510 DATA 148,60,12,127,936,807,802,17 

,907,73,966,38,29,962,783,6667 

1660 DATA 698,132,353,53,797,193,33,74 

8,897,911,195,830,648,44,963,7495 

1810 DATA 961,35,854,9,373,712,950,667 

,25,854,105,91,910,358,278.7182 

I960 DATA 313,81,461,210,409,451,681,6 

79.427,367,522,406,627,557,710,6901 



2110 DATA 518,685,324,660,545,683,959, 
620,866,358,540,537,805,155,242,8497 
2260 DATA 69,237,670,461,576,503,611,4 
91,583,486,594,468,595,889,527,7760 
2410 DATA 438,379,744,505,424,632,446, 
580,411,573,491,564,654,749,576,8166 
2560 DATA 247,553,600,682,409,546,705, 
390,587,488,318,412,283,653,6873 



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REVIEW 






PANAK 
STRIKES! 

Reviews of the latest 
software 



by Steve Panak 



Was the 520ST or the Amiga victori- 
ous? Just a few days prior to The Big Day 
(Christmas), I sit pondering this ques- 
tion as I watch the $40-million dollar 
Amiga ad campaign on TV, while read- 
ing a 520ST ad in my favorite magazine. 
Will one — or both — survive? 

I realize, too, that in the shadow of the 
giants there's another contender, com- 
pletely forgotten, whose existence is 
learned of almost entirely through the 
oft-fickle "word of mouth." 

It's the Atari 130XE, an incredible 
value — much more so than the Commo- 
dore 128 (which, even though it runs a 
number of different types of software, is 
still rather high priced, as is the Amiga). 

The 130XE is a fine machine, which 
I use to test some of the software you see 
here (the ones too big for the scant 48K 
of my old but faithful 800). There's a 
limitless supply of software available, in 
all applications, for this machine. In ad- 
dition, it is a fine, cheap instrument on 
which to learn the art of programming. 

I really can't think of a better machine 
for the price, which is more than rea- 
sonable at introduction. By the time you 
read this, that price may have dropped 
drastically. Moreover, it uses any of the 
old Atari disk drives and runs virtually 
all the 800 software (I have yet to run 
into any compatibility problems). I just 
hope that its quality can overcome the 




lack of advertising, 
and that enough peo- 
ple pick up on this in- 
credible bargain to help 
plunge Atari deep enough 
into the black to merit the 
development of some new 
peripherals. 

I guess only time will tell. 
But enough random specula- 
tion; let's get on to some games 

HOTEL ALIEN 

by Alan Newman 

ARTWORX 

150 North Main Street 

Fairport, NY 14450 

48K Disk $9.95 

SCHRECKEN 
MINDLESS ENDEAVORS 
P.O. Box M 

Capon Springs, WV 26823 
48K Disk $9.95 

This month I've reviewed a couple of 
games that are probably not available 
through your local Atari dealer. These 
have been created by a few dedicated in- 
dividuals who've known from the out- 
set that their creations weren't going to 



pave their way to Easy Street. 

Actually, I know very little about 
these people, but I assume they lack 
the financial and technological back- 
ing which supports the large com- 
mercial manufacturers' software. I 
also assume that they've learned 
programming on their own and 
have utilized this knowledge on 
their own time, in between what- 
ever else they do with their lives. 
What I'm getting at: while these 
games may not be (in fact, aren't) as 
good as some of the other games on the 
market, they also aren't as bad as some 
I've seen. Also, they prove the existence 
of people who wish to exchange their 
ideas with others, without much poten- 
tial for gain. The creativity of these peo- 
ple, like that of impoverished artists 
whose work is often only appreciated 
posthumously, is so strong that it must 
flow from them, unable to be held back. 
It's this creativity and selfless attitude 
that should be applauded — regardless of 
what I think about the games. 

In Hotel Alien, the lodging business 
has attracted some less than desirable 
renters — aliens not from Mexico, but 



ANALOG COMPUTING 



APRIL 1986 / PAGE 107 



eg 



3 PANAK STRIKES! ^^ 



from another planet. Your grandmother 
used to run the place, but these aliens 
have taken over. Adding insult to inju- 
ry, they've turned her into a "small, com- 
mon object." Your mission is to find this 
object and transform it back into your 
beloved grandmother. 

To aid you, she's left a number of clues 
around the hotel, along with a note do- 
cumenting the terrors of her last few 
weeks as a human. After inserting the 
BASIC cartridge, you're ready to effect 
the rescue. 

Typing either a single letter, or one- or 
two-word commands, you move through 
the hotel on your noble quest. The 
screen is split into three windows, show- 
ing your view, an above-perspective 
maplike view and the name of the room 
you're in. Below the windows lies the 
command line, which both prompts you 
and accepts your commands. 

The graphics in each of these win- 
dows are acceptable static representa- 
tions of your surroundings. They're not 
very detailed, more closely resembling 
block figures than aliens. However, a lot 
of work went into creating all the vari- 
ously misshapen aliens, some of which 
are entertaining. 

There is really little plot or challenge. 
As for program execution, most moves 
require a disk access, which takes up a 
good bit of your time. Also, many rooms 
are identical — either empty or contain- 
ing aliens with similar messages. 



2 — -^^^i ;;'.~";-7v;;.-'. 




Hotel Alien. 

While Hotel Alien is a strange, unique 
experience, Schrecken is a straight and 
simple D&D adventure. You explore 
numerous rooms as you twist your way 
through a number of increasingly diffi- 
cult mazes. On the way, you fight crea- 
tures and win treasures beyond your 
wildest dreams. As is usual in games of 
this type, you need keys to reach the 
deepest, most dangerous depths of the 
dungeon. A plus in this game is that the 
keys change each time you play, allow- 



ing you to play the game repeatedly, if 
you feel the need to do so. 

However, the graphics, while moving 
fairly smoothly, aren't very impressive. 
Bare walls and shadow figures surround 
you on your quest; a strong imagination 
is needed to fully enjoy this one. 

To keep on top of the game, pressing 
the joystick button toggles you in and 
out of a status screen that shows your 
health, armor, weapon, etc. A lot of in- 
spiration was drawn from Ultima for 
this one, but Ultima had much better 
graphics. 

When you do battle, the dungeon dis- 
appears and you're alone with your op- 
ponent. All you see is the creature's 
head and the sword which swings at 
you. You hack away at him until only 
one of you remains. 

When night falls, you must raid the 
various supply rooms to increase your 
inventory. Of course, there's more dan- 
ger at night, as well. Careful movement 
will pay off in survival, while haphaz- 
ard behavior will likely spell your doom. 

The manuals for the two games are 
coarse. Hotel Alien's was a little more 
attractive, while the one for Schrecken 
provided more information on how to 
play and complete the game. It also in- 
cluded maps of the mazes, so getting 
lost wasn't a problem. 

As for additional game paraphernalia, 
Hotel Alien contained grandmother's 
last note, while Schrecken — in addition 
to the maps mentioned above — also in- 
cluded tips on play and literally volumes 
of background information. 

Overall, I cannot recommend these 
two games. On the other hand, I can't 
condemn them, as I do the trash put out 
by the big-time companies. These are 
games created for creation's sake, not for 
profit, and the dedication of the pro- 
grammers shows. If you want to see 
what other nonprofessionals are doing, 
then these games will provide you with 
inspiration. 

THE GOONIES 

by Scott Spanburg and Kelly Day 

DATASOFT 

19808 Nordhoff Place 

Chatsworth, CA 91311 

48K Disk $29.95 

I've been waiting for this one. Just 
when I thought that we'd outgrown the 
cheap, movie merchandising rip-off 
trick, they pull it again. Remember E.T. 
for the 2600? Well, neither do I. But I'll 
bet all the retailers who took a bath in 



unsaleable millions of the things remem- 
ber. Didn't they end up in a landfill 
somewhere? I know the last time I saw 
them, they were filling up a bargain bin 
at two bucks a shot. 




The Goonies. 

The point is that most of the time 
these days, consumers base their pur- 
chase decisions on quality (at least, I like 
to think they do), rather than being 
sucked in by merchandising tie-ins. And 
big business, while perhaps not inspired 
by ethics, is controlled by economics. 

Evidently not. They've done it again 
with The Goonies, and heaven help the 
poor people who buy it. 

I didn't see the movie. I've become a 
lot more selective in which movies I see, 
and putting the Spielberg name on it 
doesn't pull me into the theater. I know 
I won't be able to dissuade those who 
worship the flick — I won't even try. For 
the rest of you . . . Don't do it! Don't buy 
it. 

If you do, you'll find yourself separat- 
ed from your money by the least excit- 
ing game I've seen in a long time. 

One or two players try to get their 
Goonies through a series of screens by 
solving puzzles. The puzzles involve 
stumbling on an action/reaction, much 
the way Indiana Jones stumbles upon a 
coincidence which springs him from a 
tight situation. They're time-consuming, 
perhaps frustrating, but not intellectu- 
ally stimulating. 

The graphics weren't bad, and they 
moved smoothly. Control is good, too, 
and you can learn to play the game very 
quickly. Occasionally the figures get 
hung up. Since, in the tradition of Spiel- 
berg close calls, most conflicts are evad- 
ed only by the skin of one's teeth, any 
delay is deadly. Of course, like most 
games, this one has a gimmick. 

The gimmick is that two characters 
move through the eight game screens to- 
gether. If you play alone, you must con- 
trol both players, alternating control of 



PAGE 108/ APRIL 1986 



ANALOG COMPUTING 



EB 



PANAK STRIKES! «,„,,•„„«; 



each character by pressing the joystick 
button. If two play, each controls one of 
the characters. You must cooperate, rath- 
er than compete, if you hope to make it 
to the final screen. As you might expect, 
the game is much more enjoyable when 
two play. 

The manual and hint sheet are quite 
simple and unimpressive. An addition- 
al item is a map; however, it made no 
sense to me — perhaps it would have if 
I'd seen the movie. Its inclusion is ad- 
vertised on the front of the box as some 
sort of marketing incentive. Apparent- 
ly, the makers aren't even sure enough 
of the' movie's power to make the sell. 
The map, like most items found in the 
bottom of cereal boxes, is sure to dis- 
appoint. 

Goonies is a rip-off of the movie and 
should be avoided. Its rehashing of an- 
cient concepts and themes is a bore. In 
this case, you'd do better to see the 
movie. 

CHAMPIONSHIP LODE RUNNER 

by Doug Smith 

BRODERBUND 

17 Paul Drive 

San Rafael, CA 94903 

48K Disk $34.95 

Championship Lode Runner is for 

Lode Runner experts only. In fact, to 
protect the unknowing public, red warn- 
ing stickers on the package radiate the 
hazards contained within. The greatest 
is the damage to your head from repeat- 
ed and violent impacts against the wall 
nearest you. It has yet to be seen wheth- 
er such impacts are due to your frustra- 
tion from the difficulty of the game, or 
from the realization that you've wasted 
your valuable money. 

If you liked Lode Runner, then you'll 
like this sequel. 

In all fairness, the game is hard, and 
heed should be paid to the warnings. Ba- 
sically a variation on Pac-Man's theme, 
the rules are nearly identical to those of 
Lode Runner. You move through each 
of the fifty levels, collecting gold chests 
and avoiding the Bungeling guards. 

A laser drill pistol is used to make pits 
into which the guards fall and are 
trapped. It can also be used to convert 
a once solid wall into a convenient es- 
cape route. Touching one of the guards 
or falling into your own pit costs one of 
your five lives, which are replenished at 
the rate of one for each level you com- 
plete. 




Championship Lode Runner. 

Control is by stick or keyboard, al- 
though even with the stick a number of 
controls (one necessary for game play) 
remain on the keyboard. You can freeze 
the game, as well as slow and speed up 
the action. Since it may take decades to 
finish the game, you'll thank Broder- 
bund for including the multiple-game 
save feature. 

The action moves smooth and swift, 
but the graphics are terrible. While rela- 
tively distinct, they are simply not pleas- 
ing to look at, and seem quite dated — 
even obsolete. Little stick figures just 



don't cut it any more — I need more de- 
tail. I took another look at the original 
Lode Runner, and unless something 
spectacular happens on the highest lev- 
els, the graphics were identical. 

You can mail in for a hint book to help 
you through the mazes, and if you want 
to make it in this lifetime, you'll proba- 
bly need it. For those who have the guts 
(or stomach) to complete the game, you 
are given a password, which when sent 
to Broderbund will get you a certificate 
"suitable for framing." 

So, as I said in the beginning, if you 
liked the original Lode Runner, and 
want a bigger challenge, then Champi- 
onship Lode Runner is a must buy. But 
as for me, the game is simply a compli- 
cated rerun. CI 

The author wishes to thank the Mag- 
ic One Computer Shop of Barbarton, 
Ohio, for their valuable assistance in the 
creation of this article. 



ELECTRONIC ONE 

ATARI COMPUTER 
HARDWARE 

ATARI 800XL 79.99 

ATARI 130XE 119.99 

DISK DRIVES 

ATARI 1050 139.99 

INDUS G.T 209.99 

CENTURIAN(810) 159.99 

PRINTERS 

STARS.G. 10 219.99 

PANASONIC 1091 219.99 

EPSON LX80 219.99 

ATARI 1027 99.99 

(LETTER QUALITY) 

ATARI 1025 149.99 

ATARI 1020 19.99 

APE FACE INTERFACE ....49.99 

U PRINT INTERFACE 49.99 

MPP 1150 INTERFACE 49.99 



A 

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ELECTRONIC 



THE 

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XM301 MODEM 37.99 

1030 MODEM 49.99 

MPP 1000E MODEM 49.99 

U.S. DOUBLER 49.99 

MAXELL DISK (S.S./D.D.) . . . .9.99 
BULK COLORED DISK 
(S.S./D.D.) 8.99 



S.T. SOFTWARE 

V.I.P 


119.99 


HIPPO C 


.49.99 


TYPESETTER 

ZOOM RACKS 


25.99 
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EXPRESS 

REGENT WORD 


29.99 
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FAHRENHEIT 451 . . 


29.99 


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KINGS QUEST II 


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TRANSYLVANIA 


25.99 
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HABA WRITER 


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FLIPSIDE 


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CHAT 


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HACKER 


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ATARI 
WRITER 



SPECIAL 
10 



WITH ANY' 

PRINTER 

ORDER 

ABOVE 95.00 



HOW TO ORDER: CASHIER CHECK, MONEY ORDER, MASTERCARD" 
or VISA - (Add 4% for charge cards) . . . NO PERSONAL CHECKS . . .NO 
C.O.D.'s . . . SHIPPED U.P.S. PRICES SUBJECT TO CHANGE. 
SHIPPING: Prompt one day shipping on in-slock merchandise. Ohio 
residents add 5.5% sales tax. Add S3. 00 on all orders under $100.00 . . . 
Add $5.00 on all orders over $100.00. 

INTERNATIONAL: Actual freight charge on all orders outside the con- 
tinental United States including A. P.O. 

CALL OR WRITE FOR FREE CA TALOG 



SOFTWARE FOR 
ATARI 8-BIT 
SPECIALS 

QBERT 7.99 

POPEYE 7.99 

FROGGER 7.99 

GYRUSS 7.99 

STAR WARS 7.99 

MINER 2049ER 4.99 

BASKETBALL 4.99 

DEFENDER 4.99 

QIX 4.99 

PACMAN 4.99 

DIG DUG 8.99 

POLE POSITION 8.99 

MS. PACMAN 8.99 

MOON PATROL 8.99 

MILLIPEDE 8.99 

ROBOTRON 8.99 

FAMILY FINANCES 8.99 

PAINT 8.99 

DELTA DRAWING 9.99 

KIDWRITER 9.99 

ATARI WRITER PLUS 37.99 

B GRAPH 29.99 

BASIC XE 49.99 

PAPERCLIP 36.99 

SYNFILE 29.99 

SOFTWARE/HARDWARE 
FOR ATARI ST. 
520 S.T. 
COLOR MON. 
S/S DISK 
DRIVE 
KEYBOARD 
5 FREE PROGRAMS 



788 00 



ELECTRONIC ONE" CALL C6I4J 864-9994 

P.O. Box 13428 • Columbus, Ohio 43213 



CIRCLE #141 ON READER SERVICE CARD 



ANALOG COMPUTING 



APRIL 1986 / PAGE 109 



THE 



Premier Word Processing 
Package 



-CREATIVE COMPUTING 

"PaperClip is easy to use, yet offers the advanced features of programs designed for the IBM PC. These include: block move, 
copy, delete, macros, automatic page numbering, headers, footers, underlining, boldface, super and subscripts, variable 
character pitch, and custom character sets. The editing screen can be set up to 1 30 columns wide, & text can be scrolled in any 
direction. A preview mode displays formatted text exactly as it will appear on the printed page. You may further define your 
own formatting parameters, including margins, line lengths, page length and spacing. 
PaperClip contains over 30 printer files for all the current major models. The documentation is excellent and the disk itself un- 
protected, though keyed through a joystick port. This means you can make as many back-up copies as you like, but can use the 

program only when the key is inserted." CREATIVE COMPUTING 

"PaperClip is one of the easiest of the professional word processors to use, with a sensible manual and plenty of 

aids for the accident-prone." COMPUTING NOW 

"a "must have" in an ideal software library" ELECTRONIC LEARNING 

"PaperClip is the Cadillac of word processors" OMNI ". ..best professional word processor available" RUN 

"an excellent full-featured word processor" THE BOOK OF COMMODORE SOFTWARE "hard to beat" ACE 

"So clearly superior, ...State-of-the-art word processing" ANTIC "...most powerful of packages" COMMODORE MAGAZINE 

"So far as we are concerned, PaperClip is the top word processor running on a micro computer." 

- HOME APPLICATIONS FOR THE C-64 

"exceptional word processing" INPUT "many features. . .easy to use"-ATARi EXPLORER 

"You'll find yourself growing spoiled ."-Family computing "PaperClip is a logical evolutionary step forward."- ahoy 

"A superb word processor,... the most sophisticated to date!"-COMPUTE "the ultimate word processor. . ."-ANALOG 

"...does exactly what it was intended to do... and more"-COMMODORE MAGAZINE 

"An excellent word processor, . . .well designed. ..many advanced features! "-INFOWORLD 

". . . facts attest to its excellence! " FAMILY COMPUTING 

"You will not find a word processing package superior to this one!" creative computing 

I&peiClip 



TM 



44 



The §1 Best Selling Word Processing Package" 

-BILLBOARD'S COMPUTER SOFTWARE CHARTS 1 
Available for Commodore 64, Pet, all Atari home computers, and new enhanced 128K versions for Apple ll/e/c, 
Atari 130XE and Commodore 128. New in 1986: Paperclip Elite for IBM MS DOS, Amiga and Atari ST 



30 Mural Street 
Richmond Hill, Ontario 
LIB IBS Canada 
1416)881-9941 
Telex: 06-986-266 




INCLUDED 




J 



1 7S7S Sky Park North, 
Suite P, Irvine, California 
USA 92714 
14161881-9816 



"The Energized Software Company!" 

WRITE TO US FOR FULL COLOR CATALOC of our products for Commodore, Atari, Macintosh, Apple and IBM systems. Telex: 509-139 

FOR TECHNICAL SUPPORT OR PRODUCT INFORMATION PLEASE PHONE 14161881-9816 

I98S BATTERIES INCLUDED MACINTOSH APPLE. ATARI. COMMODORE AND IBM ARE REGISTERED TRADEMARKS RESPECTIVELY OF APPLE COMPUTERS INC 
ATARI INC , COMMODORE BUSINESS MACHINES INC . AND IBM BUSINESS MACHINES INC 
'as compiled from national relail store sales reports lor week ending January 5. 1985 



Ill 

■■I 




ATARI 520ST SYSTEM PACKAGE 



Comes complete with 520ST 
computer with modulator, disk 
drive, mouse, logo, Basic, 
1st Word, NEOchrome sampler 
and monochrome or color 
monitor. 





MONOCHROME SYSTEM 

$649 00 

COLOR SYSTEM 
$79900 



HABA 
DISK 

10 Meg HARD DRIVE 

$619 00 



u f m 5 it i iA \ a \ 1 A n > ., 1 ' 
j siii! 1 1 i ,i,i ,f \,x~\A • m,: 



SUPRA MODEM 

r2°o D oI L T$189oo 



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MASTERPIECE 

$9999 



CURTIS 

Surge Suppressors 

No. CUSP2, EMERALD $3999 

No. CUSPF2, RUBY $5999 

No. CUSP1, DIAMOND $32 99 

No. CUSP3, SAFETY STRIP $1999 



INFOCOM 

Cutthroats $27.99 

Deadline $37.99 

Enchanter $29.99 

Hitchhiker's Guide. ..$29. 99 

Infidel $34.99 

Planetfall $29.99 

Sea Stalker $29.99 

Sorcerer $37.99 

Starcross $37.99 

Suspect $39.99 

Suspended $37.99 

Wishbringer $29.99 

Witness $29.99 

Zork I $29.99 

Zork II $29.99 

Zork III $29.99 

MUSE SOFTWARE 

Final Word $99.99 

Hex $27.99 

PC Intercom $79.99 



HABA/ARRAYS 

Hippo-C $44.99 

Business Letters $29.99 

Write Your Own Wil!$29.99 

Haba Writer $44.99 

Habadex Phonebook$29.99 

Habamerge $12.99 

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Mail Room Manager. $44. 99 

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Hacker $29.99 

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Express $37.99 

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Ultima II $39.99 

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Crimson Crown $29.99 

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CITIZEN 

MSP-10 (80 col.) $279.00 

MSP-15 (132 col.) $389.00 

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182. 183. 192, 193, 2410, 84 CALL 

Okimate 10 (Specify C64/Atari) »189°» 

Okimate 20 (IBM) CALL 



PANASONIC 

KX1091 $259.00 

KX1092 $389.0 

KX1093 $479.00 

STAR 

SB/SD/SG/SR Series CALL 

Powertype Letter Quality CALL 

TOSHIBA 

1340 (80 column) $399.00 

P341 (132 column) $799.00 

P351 (132 column) $1069.00 








CALL TOLL-FREE 1-800-233-8950 

477 East Third Street, Dept. B704, Williamsport, PA 17701 

SHIPPING: Add 3%, minimum $7.00 shipping and handling on all orders. Larger shipments may require additional charges. All items subject to availability 
and price change. Returned shipments may be subject to restocking tee. 



&HERSO.UB 



1-800-268-3974 

Ontario/Quebec 



1-800-268-4559 

Other Provinces 



— CANADIAN ORDERS 

All prices shown are for U.S.A. orders. 
Call the Canadian Office for Can prices. 



1-416-828-0866 

In Toronto 



Telex :06-2 18960 

2505 Dunwin Drive, 

Mississauga, Ontario 

Canada L5L1T1 



CIRCLE #142 ON READER SERVICE CARD 






NL HSBH 



««r **»*» BB0 XL 



••simple NO-SOLDER installation 

Cuiith socketed RAM riachines: most) 
••use as Ramdisk or extra RAM 
••upgrades single drive sgstsms 
••maximizes multiple drive systems 
••simple animation thru page Flipping 
••extra room For word processing, data 
••includes: MacroDOS-I IR 
••DOSE, DOSE. 5 compatable 
••user selectable density Call three? 
••Fast and easy to use 
••cold start and retain Ramdisk into 

nBw applications 
••includes D0S3 toE converter and demo 

BE. 35 CBOOxl only) includes: 

board, disk .manual, and RAM 
43.95 board, disk, manual, less RAM 

pob EE05 redondo beach CA 30S7B 

CIRCLE #140 ON READER SERVICE CARD 



^ £* The \ 

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• PROGRAMMER AIDS 

• ALL LANGUAGES 



■ VOICE EDITOR DISK 
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(213) 271- 7410 

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90211 



CIRCLE #144 ON READER SERVICE CARD 




Winter CES 

continued from page 100 





MANUFACTURER'S LIST 




Abacus 


Computer Magic 


Firebird Licensees Inc. 


Migraph, Inc. 


Soniture, Inc. 


P.O. Box 7211 


18 East Mall 


P. O. Box 49 


720 S. 333, Suite 201 


480 Vandell Way 


Grand Rapids, Ml 49510 


Plainview, NY 11803 


74 North Central Ave. 


Federal Way, WA 98003 


Campbell, CA 95008 


(616) 241-5510 


(516) 694-8961 


Ramsey, NJ 07446 
(201) 934-7373 


(206) 838-4677 


(916) 272-8206 
Spinnaker 


Activision 






Mindscape 


1 Kendall Square 


2350 Bayshore Frontage Rd. 


825 7th Ave., Sixth Floor 


Grolier Electronic Publishing 


3444 Dundee Rd. 


Cambridge, MA 02139 


Mountain View, CA 94043 


New York, NY 10019 


95 Madison Ave. 


Northbrook, IL 60062 


(617) 494-1200 


(415) 960-0410 




New York, NY 10016 
(212) 696-9750 


(312) 480-7667 


SubLogic 

713 Edgebrook Drive 


Atari 

1265 Borregas Ave. 

Sunnyvale, CA 94086 


675-D Conger St. 
Eugene, OR 97402 
(503) 342-1271 


Hippopotamus Software 
985 University Ave. 
Los Gatos, CA 95030 


OSS Optimized Systems Software 
1221-B Kentwood Ave. 
San Jose, CA 95129 
(408) 446-3099 


Champagne, IL 61820 
(217) 359-8482 

Supra Corporation 






(408) 395-3190 


1133 Commercial Way 


Batteries Included 








Albany, OR 97321 


30 Mural Street 
Richmond Hill, Ontario 
L4B 1B5 Canada 
(416) 881-9941 


14 Oak St. - Suite 2 

Needham, MA 02192 
(617) 444-9040 


Hybrid Arts 
11920 Olympic Blvd. 
Los Angeles, CA 90064 
(818) 508-7443 


Panasonic 
One Panasonic Way 
Secaucus, NJ 07094 
(201) 348-7000 


(503) 967-9075 


David Beckemeyer Development Tools 


Digital Devices 




Pioneer Electronics USA 




592 Jean St. #304 


430 Tenth St. Suit N205 


576 S. Telegraph 
Pontiac, Ml 48053 


P.O. Box 1720 




Oakland, CA 94610 


Atlanta, GA 30318 


Long Beach, CA 90801 




(415) 658-5318 


(404) 872-4430 


(313) 334-5700 


QRS Music Rolls 




Classic Image Software 


Electronic Arts 


Microprose 


c/o Micro-W Distributing 




1090 So. 350 


2755 Campus Drive 


120 Lakefront Drive 


1342-B Route 23 




Provo, UT 84601 


San Mateo, CA 94403 


Hunt Valley, MD 21030 


Butler, NJ 07405 




(801) 377-2272 


(415) 571-7171 


(301) 667-1151 


(201) 838-5606 





PAGE 112 /APRIL 1986 



ANALOG COMPUTING 



16K Cassette or Disk 



UTILITY 




Paperweight 



by Curt Cox 



The Atari 400/800 personal computers were 
machines that appeared before their time. They had 
very flexible graphics and sound, were user friend- 
ly, powerful and expandable. Their hardware was su- 
perbly engineered and their operating system was 
finely written. They were the first computers to give 
their owners "power without the price." 

Hidden features were constantly being found in the 
400/800s, but no more. How can I be certain? Atari 
Corp. has released the access procedure for the 400/ 
800 self destruct vector (SDV). 

Why should you use the SDV? Being put into a 
closet to rot forever is a degrading death for an ele- 
gant machine. Hari-kari is a far more fitting and dig- 
nified death. It even has symbolic significance — after 
all, Atari was killing Atari (management vs. chances 
of success), and now Atari is killing Atari (the STs 
are making the 400/800s obsolete). 

Using Paperweight. 

To use the disk version of Paperweight, type in List- 
ing 1, then run it. This will create a file named 
PAPERWEIGHT, which executes automatically when 
binary loaded from DOS. 

To use the cassette version of Paperweight, type 
in Listing 1, then type in Listing 2 on top of it. When 
you type RUN, the program will check to make sure 
the data is correct. If so, it will "beep" twice and print 



POSITION CASSETTE AND PRESS [RETURN]. Put 
the tape where you want the program. Press the 
PLAY and RECORD buttons on your recorder and hit 
RETURN. A cassette boot file will be created. 

To load it, position the tape at the beginning of the 
file. Turn your computer OFF, then turn it ON while 
holding down START (and OPTION on XLs). The 
computer will "beep." Press the PLAY button on the 
recorder and hit RETURN. 

The source code can be found on the ANALOG 
Computing TCS and in this issue's disk version. 

How it works. 

Paperweight simply finds the SDV (sometimes 
known as the "sayonara" subroutine), sets the neces- 
sary flags and jumps to it. Is it really that simple? No! 

Atari didn't want the SDV easily accessible for ob- 
vious reasons. They've succeeded admirably in pre- 
venting possible accidental access. In fact, it would 
be an understatement to say that the calling sequence 
is hellishly complex. 

The major difficulties are: (1) the SDV is floating— 
i.e., it doesn't stay in one place*; (2) the flags (be- 
fore you jump to the SDV, you must set various flags 
in order to verify that the access wasn't accidental) 
change locations; (3) the values you must put in the 
flags vary; and (4) the number of flags varies. 

What does the SDV do? 

The SDV disengages the clock generator of the 6502 



ANALOG COMPUTING 



APRIL 1986 /PAGE 113 



U Paperweight 



continued 



and puts it in a tight loop. The 6502 speeds up until 
it "burns out." 

The results are: (1) the 6502 is destroyed; (2) all 
connections to and near the 6502 will be melted; (3) 
most of OS ROM is severely distorted; (4) scattered 
areas of RAM will be destroyed; (5) ANTIC halt, dis- 
play and vertical blank interrupts will no longer func- 
tion; (6) GTIA or CTIA will not be able to generate 
colors near the color it was displaying (reds would 
be gray); and (7) The console speaker will be "burnt 
out." 

Things to look for. 

As the 6502 accelerates, ANTIC finds DMAing 
more difficult. This may cause interference. Some- 
times the increased 6502 speed will cause power 
spikes, which can be heard over the console speaker, t 

The characters can usually be seen warping, as the 
character ROM is affected. Power spikes or DMAing 
difficulties may throw ANTIC out of synchroniza- 
tion with the TV, causing a change in all the images' 
vertical positions on the screen. 




"Powerstar (is) a 63-room graphics adventure that will amaze 
you with its speed and challenge you with its puzzles. . ." 

—ANALOG COMPUTING, NOV. '85 

". . .an innovative graphic adventure that is very rewarding to 
Play." 

— B.A.C.E. STATION NEWSLETTER, NOV. '85 

Available for Atari 130/400/800/1200 computers. 
See your dealer or send $34.95 (cart.) or $29.95 
(disk) (Mass. residents add 5%) to: 

PANDORA SOFTWARE 

1 77 Carlton Lane, N. Andover, MA 01 845 

Far COD add $2. Call [61 7] 681-8440. Dealer inquiries 
invited. Atari is a registered trademark of Atari Corp. 



CIRCLE #145 ON READER SERVICE CARD 



After the SDV has executed, pressing SYSTEM 
RESET can cause a power surge, which jumps the 
melted circuits and causes a screen to be temporari- 
ly displayed. 

What now? 

You can still keep your computer around for nostal- 
gia, if you want. They make great bookends, paper- 
weights, pencil holders and doorstops. The little red 
light still works, so you can even use it as a night 
light (although not an extremely effective one). H 

This makes it impossible to use SDV from BASIC, since — 
by the time you locate it — it's not there any more. 

tWARNING: Although your TV is in no danger of being 
damaged, you should detach all peripherals (including 
joysticks or paddles) that you don't want harmed. 

Curt Cox is a 26-year-old, die-hard Dr. Who fan 
and Atari fanatic. His family bought an Atari 800 cas- 
sette system in 1982. He reads Adams, Asimov and 
ANALOG Computing. His extensive journalistic and 
programming talents are often overlooked because 
of his unnaturally good looks. 

In honor of the month of April, we include this pro- 
gram. We hope you can use it. — Ed. 

Listing 1. 
BASIC listing. 

10 REM *** PAPERWEIGHT *** 

28 TRAP 20:? "MAKE CASSETTE COJ , OR DI 

5K C11"J! INPUT DSK:IF DSK>I THEN 20 

30 TRAP 4OQO0:DATA 0,1,2,3,4,5,6,7,8,9 

,0,0,0,0,0,0,0,10,11,12,13,14,15 

40 DIM DATS 191), HEX 422 J :F0R X=0 TO 22: 

READ N : HEX (X)=N: NEXT X :LINE=990 :REST0R 

E 1000: TRAP 120:? "CHECKING DATA" 

58 LINE=LINE+10:? "LINE :"; LINE : READ DA 

TS:IF LEH(DAT$><>90 THEN 220 

68 DATLIN=PEEK(183J+PEEK(184)*256!IF D 

ATLINOLINE THEN ? "LINE ";LINE;" MISS 

ING!":END 

70 FOR X=l TO 89 STEP 2 :D1=A5C CDATS CX, 

X) 3 -48 : D2=ASC {DATS tX+1 , X+13 J -48 : BYTE=H 

EXtDlJ*16+HEXCD2J 

80 IF PASS=2 THEN PUT ttl, BYTE: NEXT X:R 

EAD CHKSUM:G0T0 50 

90 T0TAL=T0TAL+BYTE:IF T0TAL>999 THEN 

T0TAL=T0TAL-1000 

180 NEXT X:READ CHKSUM:IF T0TAL=CHK5UM 

THEN 50 
110 GOTO 220 

120 IF PEEKfl95J<>6 THEN 220 
130 IF PASS=0 THEN 170 
140 IF NOT D5K THEN 160 
150 PUT «1, 224: PUT ttl , 2 : PUT ttl,225:PUT 

ttl,2:PUT ttl,0:PUT ttl,44:CL05E B1:EHD 
160 FOR X=l TO 56: PUT ttl, 0: NEXT X:CL0S 
E ttl: END 

170 IF HOT D5K THEN 200 
180 ? "INSERT DISK WITH DOS, PRESS RET 
URN";:DIM IN$(1):INPUT INS:0PEN ttl, 8,0 
^■DSAUTORUN.SYS" 
190 PUT ttl, 255: PUT ttl, 255: PUT ttl, 0: PUT 

ttl, 44: PUT ttl, 159: PUT ttl, 49: GOTO 210 
200 ? "READY CASSETTE AND PRESS RETURN 



PAGE 114/ APRIL 1986 



ANALOG COMPUTING 



";:OPEM ttl,8,128,"C: ,, .RE5T0RE 230:F0R 

X=l TO 40: READ H:PUT ttl,N:NEHT K 

210 ? :? "WRITING FILE":PA5S = 2:LINE::99 

0: RESTORE 1000: TRAP 120: GOTO 50 

220 ? "BAD DATA: LIME "; LINE: END 

230 DATA 0,12,216,43,255,43,169,0,141, 

47,2,169,60, 141 ,2,211,169,0, 141 ,231,2, 

133,14,169,56,141,232,2 

240 DATA 133,15,169,0,133,10,169,44,13 

3,11,24,96 

1000 DATA A93C8D02D3A90385O9A92C85O3A9 

118502A9288DF402A2008EO8D2BDOOEO9D0O28 

BDOOE19DOO29BD0OE29D0O2A , 521 

1010 DATA BDOOE39D0O2BCADOE5A9D28DC602 

A93E8D2F02A9A18D01D28DO3D2A9FF8DO0D2A9 

FE8D02D2A9018DF002AD3OO2,28O 

1020 DATA 8D6E2C8D7F2EAD31028D6F2C8D80 

2EA982A2O69DOO5OE8EO1AD0F8A92E8DO1O2A9 

148D0002A92O8DO7D4A9O38D,931 

1030 DATA OFD2854DA98O8D44O2A22FA0C6A9 

5720612FAD1FDOC906DOF9A9148DC52FA23OA0 

1DA90D20612FA9FO2O252FA2 , 839 

1040 DATA 30AO2AA90F2O612FA9F02O252FCE 

C52FDODFA230AO39A9552O612FAD1FD0C9O6D0 

F9A238A08EA9242O612FA90O,85O 

105O DATA 8DFC82ADFC02C92BD0F9A9278DC6 

02A230A0B2A9572O612FA92F85O3A97885O2A9 

0B8DC52FA9BE2O252FA231AO , 89 

i860 DATA 09A9O32O612FCEC52FD0EDA9O18D 

C32FA231AO0CA91720612FA9CO8D0ED4A90F8D 

C42F20D52ECEC42FADC42F8D,238 

1070 DATA 142FC9O4D0FOA9308DC6O2A22EA0 

2CA906205CE4A9OF8D142F20D52EADC12F30O3 

4C542DA2E4A05FA906205CE4,979 

1880 DATA A21C2O2C2FCADOFAA9788502A92D 

85O3A9O0A2059DOCD0CADOFADOE6A93F8D2F02 

A2008E1DD0A94F9D00209DFF,349 

109O DATA 209DFE21E8E8A9239D00209DFF20 

9DFE21E8E0FFD0E3A9418DB222A90O8D86D28D 

B3228D30O28DC602A92O8DB4 , 237 

1100 DATA 228D3102A9O38D8OD2A9O28D02D2 

A9O18DO4D2A98F8D81D2A9888D03D2A9868DO5 

D2A9838D87D2A200AD6AD2E8 , 462 

1110 DATA 9D00209DFF209DFE21E8E8E0FFD0 

EDA2FFAD0AD29D0023ADOAD29DOO24CADOF186 

4D4CE92D488A48AEC22FAD0A,611 

1120 DATA D29DFFCFCAD002A2088EC22F68AA 

6840A9308D18DOA9OA8D17D0A90O8D1AD0EEC5 

2FADC52F4A4A4A29028D01D4,50 

1130 DATA AD142F4AA8A90O8D07D2AD0AD2OD 

0AD288DOFA4D1FDO8D1FD0A2O4AD0AD29D12DO 

ADOAD29D08D0CADOF1AECO2F, 747 

1140 DATA CADO44AD0AD2297O8DO05OA90E8D 

18D88D1AD8A9O08D17D0CEC12FADC12F4A4A4A 

4A290F69O48D142FA98F8DO7,452 

1150 DATA D2A02B8CCF2E8CD32E20C32E88C0 

27DOF2ADC12F2DOAD209O1AA8EC02F4C62E4AE 

0AD2AD8AD22901DO045EOO28 , 561 

1160 DATA 601E00286OA2O4ADOAD2290F9DCO 

02A9038D1DDOA90O8D1CDOCAD0EBA2FF201O2F 

9D002320102F9DOO242O1O2F , 617 

1170 DATA 9DO02520102F9D0O2620102F9D0O 

27CAD0DF60ADOAD2A00F2DOAD288DOFAA8291F 

09108D05D298608514A514D0,963 

1180 DATA FC60A514C514F0FCA98F8D07D2A9 

0E8DC6O28DC802A9O08DC5O2A514C514FOFCA9 

308DC6O2A90O854D8DC8O2A9 , 594 

1190 DATA 0A8DC582A90O8DO7D2608C44038E 

45O38D4803A2OO8E49O3A9OB8D42O32056E46O 

A9288DF402A9O18DF0O2A9D2 , 948 

1200 DATA 8DC602A231A023A91720612FADC3 

2FF0OEA9228DC602A231AO6EA92E2O612FA231 

A83AA93420612FAD1FD0C9O6 , 593 

1210 DATA FOO7C905FOO64CAC2F4C3B2C6C0A 

0OOO780O0O0O0O7D202O2O202O202O2O2O2ODO 

C1D0C5D2D7C5C9C7C8D4A0B3,28 

I220 DATA AEB19B202020202O2O202O202O62 



79204375727420436F789B9B50726573732ODB 

D3D4C1D2D4DD20746F206265, 684 

1230 DATA 67696E206C6F636174696E672053 

44569B9B4C6F636174696E67202E2E2E9B1CCC 

EFE3E1F4E9EEE7A0AEAEAE9B,310 

1240 DATA 1C9B9B9B53656C662D4465737472 

75637420566563746F722O666F756E649B9B5O 

7265737320DBD3D4C1D2D4DD , 664 

1250 DATA 20746F2O65786563757465266F72 

9BDBD3D9D3D4C5CDA0D2C5D3C5D4DD20746F20 

61626F72742E9B9BFD417265,718 

1260 DATA 2O796F752O737572653F20287O72 

6573732027592720666F7220796573299B9B7D 

9B9B9B596F752O63616E2061 , 922 

1270 DATA 626F727420776974686F75742864 

616D61676520666F729B74656E207365636F6E 

64732E9B9B9BAOB1BOAOA0B9,973 

1280 DATA AOAOB8AOA0B7A0AOB6AOA0B5A0A0 

B4A0A0B3A0AOB2A0AOB1AOA0B09B1C2O2O2O9B 

C4C5D3D4D2D5C3D4C9CFCEA0 , 327 

1290 DATA D0D2CFC3C5C5C4C9CEC77D9B9B44 

657374727563742061626F72746564202D209B 

9B707265737320DBD3D4C1D2,446 

1360 DATA D4DD20746F9B72652D6C6F636174 

65205344562O6F7220DBD3C5CCC5C3D4DD2O74 

6F20657869742E9B44616D61,704 

1310 DATA 676520696E63616C637561626C65 

2062656361757365206F669B64616D61676564 

206D656D6F72799BOO0O0OOO , 798 

1328 REM * 1440 BVTE5 



CHECKSUM DATA. 

(see page 13) 

10 DATA 249,351,496,811,423,729,200,60 
3 , 555 , 573 , 694 , 613 , 29 , 205 , 222 , 6753 
160 DATA 758,198,962,659,491,30,155,11 
4,177,634,30,935,943,895,284,7185 
1060 DATA 281,803,206,35,839,246,302,3 
66 , 78 , 110 , 762 , 718 , 136 , 731 , 884 , 6497 
1210 DATA 739,467,176,765,941,469,672, 
104 , 820 , 855 , 515 , 632 , 7155 



Listing 


2. 


Assembly listing. 


I PflPERWEIBHT 


I BY Curt Fok 


RPAD 


« 


»E000 


PAD 


r. 


»2B00 


FS 


3 


»2000 


EDFS 


m 


FS»6?0 


HRSC 


m 


FS*»030B 


VT 


■- 


• 2000 


KEY3 


L-- 


764 


CTR 


u 


it 


BLINK 


^ 


»D401 


W3TRTF 


m 


580 


NMIEN 


m 


31236 


flUDCTL 


■= 


»D203 


3KCTL 


a 


»D20F 


FSIBT 


= 


560 


3ET0B 


■ 


• E43C 


PADASE 


■ - 


756 


START 


= 


6 


SELECT 


■ 


5 


DYMUM 


..I 


*3000 


F3IVEC 


•* 


512 


VTNABL 


m 


53277 


VDEL 


a 


53276 


VTBA8E 


n 


5127? 


CTRLSB 


■ 


20 


RED 


■= 


»30 


SREEN 


■t 


»D2 


AMBER 


>: 


»27 


ORANSE 


« 


»22 


SPFC0 


m 


710 


3CBAK 


m 


712 


ATTRACT 


= 


77 


CONSL 


m 


53279 


con 


m 


»0342 


BUFAD 


•= 


»0344 


BUFL 


W-- 


• 0348 


CUR09R 


TB 


732 


CHLUO 


n 


70? 


pac 


o: 


704 


HP0C 


a 


»D012 



ANALOG COMPUTING 



APRIL 1986 /PAGE 115 



S COMPUTER PALACE we know atari! 

' > "^^^™T»™ ^^ H H » ■! W^HWm^BH CALL US AT (5031 B83-5361 FOR INFORMATION 



INVENTORY 
MASTER 



REPORTS GENERATED: 

• Purchase Order 

• Recommended 
Orders Report 

•Inventory Control 
Report 

•Product History 
Report 

INVENTORY MASTER AND A 48K ATARI COMPUTER GIVES SMALL BUSINESS THE 
ABILITY TO BECOME A MASTER OF INVENTORY CONTROL AT A VERY LOW PRICE. IN 

VENTORY MASTER has all the features of programs costing many times more. 
Here are just a few: «Use 1 - 4 disk drives • Over 1700 records per disk • Retrieve 
any item within 5 seconds • Fast edit capability, plus many more features. 



Atari 400/800, XL/XE 

$89.95 



ST version $179.95 



Full support of 
mathematical functions 
(sin, cos, In, exp, act..) 
Built-in line editor for text 
& formula editing 
Text can be entered 
across the cells 



ST CALC 

PUT ST CALC TO WORK FOR YOU 
AND BENEFIT FROM THE RESULTS. 

ONLY $49.95 




ST CALC makes the ST into a powerful, easy to use worksheet that replaces paper, pen- 
cil and calculator with the easy to use GEM operating system. Just point and click to 
manuver icons, windows, pull-down menus to calculate all kinds of problems. At home 
and business do anything from balancing your checkbook to designing your program to 
ask 'What If questions about sales projections, cost analysis, etc... 






TMVf A QJK£T 



48K Disk 



SPREADSHEET 

TEMPLATES 

READY TO LOADNGO 

for use wiTHSynCa/c 

FEATURES: 

• Eight ready-to-use 
Templates. 

• Easy to use. ..Just 
load them from Syn- 
calc and enter your 
data. 

• Save hours of 
tedious spreadsheet 
setup. 

• All formats are pre- 
tested for accuracy. 



ST 
VIP™ 

version 
$24.95 



Templates included: 

- Loan Amorization 
Schedule 

- Net Present Value 

- Future Value 

- Personal Financial 
Statement 

• Alternative Invest- 
ment Analysis 

- Check Register 

- Personal Register 
(Roster) 

- Depreciation 
Schedule 



One of the most versatile data-base programs 
available 



Features Includes: 

• Lighting fast retrieval 

• Fast Sorts on any field 

• Supports up lo 4 drives 

• Single or double density 

• Store about 1100 records 
per disk side in double 
density 

• On-screen prompts 

• Help-screens 

• State abbreviation table 



• Redefinable fields 

• Print labels 1. 2, or 3-up 

• View records on screen 

• Search on any field (Fast 
sort on name field - 1 sec. 
lofinda name out of 1000) 

• Much more! 

800, XL, XE 39.95 
ST ver. 69.95 



■ Program Covers 
4 Disk Sides 
' Outsmart Your Friends 
1 Outwit The Dragon 
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CIRCLE #146 ON READER SERVICE CARD 



Paperweight 



continued 



PUT 


p 


»0B 




DMA 


Si 


339 




P0X 


■ 


3324B 




ospe 


=■ 


• D2»f> 




OSP1 


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• D202 




03P2 


a 


*D204 




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tc 


SD206 




O8C0 


u 


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08C1 


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08C3 


t 


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■ 


»E436 




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31416 




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" 


•D00C 




HPF1C 


M 


• D017 




HPF2C 


M 


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a 


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m 


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1 

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1 


STA 


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BH0E»1 






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SDV1 


LDA 


» >PAD 






3TA 


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LDX 


• 






8TX 


AUDCTL 




CT 


LDA 


RPAD, X 
PAD X 


! Itovf 




STA 


iroh 



M4 
I 

i 
M3 

1 



LDA RPAD*236,X l vector 

STA PAD*236.X Itlbla 

LDA RPADf312,X I to RAH 

STA PAD+312.X I to use 

LDA RPAD+768.X I II a 

STA PAD*76B,X I -scratchpad" 

DEX 

BHE CT 

LDA IQREEH I condition 

STA 3PFC0 igraan 





STA 


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• »A1 


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(access or 




8TA 


0SC1 


1 "handshake" 




LDA 


• 233 


IfUgf ao 
[ victor la 




STA 


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LDA 


• 234 


1 locatable 




STA 


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• 1 


IK111 


1 


STA 


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land 


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> 


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l 




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latin 




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if ram 




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STA 


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• • 




. 


STA 


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(by Curt Com 




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HAIT 


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i 


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PRINT 




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IFlnd next 




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DEC 


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1 If needad 


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REP 



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FL 



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LDA »H6-H3 

J8R PRINT 

LDA D0 

8TA KEYS I Sura. 

LDA KEYS 

CHP »43 

BNE W3 



LDA »AHBER 

8TA 8PFC0 

LDX • >H6 

LDY • <H6 

LDA »H7-H6 

J3R PRINT 





8TA 


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LDA 


• 1 




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0SP2 




LDA 


• •8F 




STA 


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LDA 


• •88 




STA 


OSCl 




LDA 


»»S6 




STA 


0SC2 




LDA 


• •83 


1 

OL 


STA 


03C3 


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•a 


L2 


LDA 


F3PS 



IPrlnt 

I ten socondl 
I to i.fol y 
I abort 



LDA • >AB0RT I Abort on 
STA SHOE+1 iSyataa 
LDA • < ABORT I Reset 
STA 3H0E 



I 
L3 



1 


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1 Pr 1 n t 10 




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5 8 




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i 7 




LDX • >H7 


! 6 




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1 3 




LDA »H8-H7 


1 4 




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DEC ST I 


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1 1 » » 



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STA DAMAGED 

LDX • >na iDestruct 
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JSR PRINT 



LDA 


• 192 




STA 


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LDA 


• »0F 


If lnal 


STA 


SBI 


If laga 


JSR 


STAT 


If roa 


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If -atack 


LDA 


8BI 




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8LVL»1 




CHP 


• 4 




BNE 


SB 




LDA 


• RED 




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SPFC0 




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• >0BI 


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|A,X,and y 


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land juifi 
Ito BDV 


JSR 


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• ••F 


iSucceesf ul 


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SLVLH 


1 Juap? 


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QE2 


1 raaat 


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If laga 


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land try 


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•6 


1 vector 


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•aic 


IThe raat of 


JSR 


FOB 


Itha routine!. 


DEX 




lare uaed 


BNE 


FL 


1 In flag 


LDA 


• <RBE2 


land vector 


BTA 


SHOE 


{locating and 


LDA 


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1 determining 


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1 proper 
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•3 


1 values 


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BRAF.X 




DEX 




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) explanations 

mill be 


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FL 


LDA 


• 63 


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1 generally 


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•• 


la detailed 


STX 


VTNABL 


1 explanation 


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{would 


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FS.X 
F3»23S, 


[require 


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X icaaaenta 


BTA 


F9»310, 


X l of an 


INX 




1 abacene 


IHX 




1 length. 


LDA 


• >HR8C 




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F3, X 


IFor 


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F3*233, 


X 1 further 


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FS*310, 


X | information 


INX 




1 eee the revlaed 


CPX 


• »FF 


11986 ATARI 


BNE 


POOL 


1 technical 


LDA 


• *41 


laser* notes 


STA 


E0F8 


1 deatruct 


LDA 


•0 


1 append! k 
1 (ATUNDA) 


STA 


03P3 


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E0FB»t 


I section 


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E0F3+2 




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• 2 


I prel i ml nary 



lvalues In 
lacess 
If lags 
Ito verify 
I vector 
I location 



I Resort 
INX I vector 

STA FS.X itable 
STA FS+233.X {according 
STA F8+310.X Ito flag 
INX lvalue 

INX 

CPX »»FF 
BNE L2 



LDX 
LDA 
STA 
LDA 
STA 
DEX 
BNE 
STX 
JHP 
PHA 
TXA 
PHA 
LDX 
LDA 
STA 
DEX 
BNE 
LDX 
8TX 
PLA 
TAX 
PLA 
RTI 

LDA 
STA 
LDA 
STA 
LDA 
8TA 
INC 
LDA 
LSR 
LSR 
L3R 
AND 
STA 
LDA 
L8R 
TAY 
LDA 
STA 
LDA 
ORA 
DEY 
BNE 
EOR 
STA 
LDX 
LDA 
STA 
LDA 
3TA 
DEX 
BNE 
LDX 
DEX 
BNE 
LDA 
AND 
BTA 
LDA 
BTA 
STA 
LDA 
8TA 
DEC 
LDA 
LSR 
LSR 
LSR 
LSR 
AND 
ADC 
STA 
LDA 
8TA 
LDY 
STY 
STY 
JSR 
DEY 
CPY 
BNE 
LDA 
AND 
ORA 
TAX 
STX 
JHP 



• »FF 

FSP8P l Screen 

MRSC X lout 

F3P8P {unnecessary 

HRBC+236,X l scratchpad 

land 
L3 if-stack 
ATTRACT i entries 
OL Ito save 

Itlae. 



PN 
FSPSP 



|Paaa 
{results 
I to 6302 



P0X-1.X {stack 

Ito FILO 



XITD 
• 8 
PN 



I reverse 



HPF2C 


{Load 


• 10 


Iflag 


HPF1C 


1 location 


• 


land 


HCBAK 


{ scraable 


ST I 


lit to 


ST I 


1 determl ne 


A 


• its 


A 


1 proper 


A 


lvalue 


•2 




BLINK 




SLVLfl 


I Scramble 


A 


lit usl ng 
{the vector 




• 


{high byte 


08C3 




FSPSP 




FSPSP 






(If the 


CSL 


{difference 


C0N8L 


lis even 


CONSL 


{ then 


•4 


(go on. 


FSPSP 




HP0C.X 
F3P3P 


{Sort 


SIZE, X 


1 needed 



RL 
CD 

XI TV 
FSPSP 

• •70 
DYHUH 

• 14 
HPF2C 
HCBAK 
•0 

HPF1C 
DEL 
DEL 

A 
A 
A 
A 

• «0F 

• 4 
BLVL-M 

• *SF 
08C3 



I vectors 
lout of 
( scratchpad 
{ and 

{ transpose 
ithea 
laa 

( specified 
Iby bits 
12,3 4 and 
1 7 of their 
If-atack 
(entries 



{ Compute 
I the 

(ambldarsal 



ii 



arallals 

y sub- 



I sequencing 

• PAD/236+3 I the 
CP1+-2 (returctary 
3L+2 (indices 
DCH (and 

{ perf arming 
•PAD/236-1 lOoadlan 
DCHA (transduction 
DEL 
FSPSP 

• 1 

CD 
XITOBV 



CP1 

8L 



LDX F3P3P 
LDA F3PBP 
AND #1 
BNE 8L 
LSR PAD.X 
RT8 

ASL PAD, X 
RTS 



{ Scramble 

(the 

{FSPSP 



ANALOG COMPUTING 



APRIL 1986 /PAGE 117 



IS5UE 1 UOLUHE 1 



DEMONSTRATION FIND ADVERTISEMENT BV XLent 5oPtMare 



WINTER EDITION 86 



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CIRCLE #147 ON READER SERVICE CARD 



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-Press CSTHHTT to begln- 

- locating 8DV",»9B,*9B 

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l?B, "Damage lncalcuable " 

"because af" p *9B 

"damaged «eeory",S9B 

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CIRCLE #148 ON READER SERVICE CARD 



ATTENTION 
PROGRAMMERS! 

ANALOG Computing is interested in programs, articles, tutori- 
als and hardware/software review submissions dealing with the 
whole line of Atari personal computers, including the new ST 
models. If you feel that you can write as well as you can program, 
then submit those articles and reviews that have been floating 
around in your head, awaiting publication. This is your opportu- 
nity to share your knowledge with the growing family of Atari com- 
puter owners. 

All submissions must be in an easy-to-read type, upper and low- 
er case with double spacing. Program listings should be provid- 
ed in printed form, and on cassette or disk. If a word processor 
is used in composing the article, the text should be on disk, as 
well as in printout form. All submissions must be the original work 
of the author. By submitting articles to ANALOG Computing, 
authors acknowledge that such materials, upon acceptance for 
publication, become the exclusive property of ANALOG Comput- 
ing. If not accepted for publication, the articles and/or programs 
will remain the property of the author. If submissions are to be 
returned, please supply a self-addressed, stamped envelope. All 
submissions of any kind must be accompanied by the author's 
full address and telephone number. Payment is explained in the 
acceptance contract. 

Send programs to: 
Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603. 



ANALOG COMPUTING 



APRIL 1986 /PAGE 119 



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CIRCLE #149 ON READER SERVICE CARD 



THE END 
USER 



THIS MONTH: 

High-end 
software news, 
taxing time 
and a "plus." 



Arthur Leyenberger is a human /ac- 
tors psychologist and free-lance writer 
Jiving in New Jersey. He has been an 
Atari enthusiast for /our years. When not 
computing, he enjoys playing with ro- 
botic toys. 



by Arthur Leyenberger 

We have a problem: the rampant pirat- 
ing of ST programs. It could jeopardize 
the future of ST software and, ultimate- 
ly, the future of the Atari ST computer 
itself. These are not idle words. There 
is a serious possibility that, unless there 
is less stealing of ST software, publish- 
ers will simply not produce any more. 
As you can probably figure out, no soft- 
ware equals no computers. Let's explore 
the problem. 

First of all, let's not pretty it up. This 
is not Robin Hood. These are people 
stealing for themselves (and for their 
friends) . Software theft occurs because 
the folks who do it know they probably 
won't get caught — or if they do get 
caught, nothing will happen to them. 
Currently, it's tough to get a conviction 
for copyright violation, because federal 
and local authorities don't want to be 
bothered. The copyright laws them- 
selves are archaic, and their interpreta- 
tion is seen as a hassle by prosecutors 
and judges. 

One result of software theft is copy 
protection. Those of you who have read 
my product reviews in ANALOG Com- 
puting know that I'm as much against 
copy protection as the next person. I 
don't like the idea of having to use an 
original program disk, even at startup 
(as in a key disk system). 

Moreover, some copy protection 
schemes take longer to load, prevent the 



use of the software on a hard disk, and 
often wreak havoc with the disk drive. 
I know of some ST software that, even 
when used legally and correctly, can 
scramble the disk contents. 

In the past, my software reviews have 
applauded manufacturers who have not 
copy protected their products. I've asked 
that users not abuse these sane protec- 
tion policies by giving or receiving ille- 
gal program copies. I will continue to do 
this and I'll tell you when software is 
protected. My views on copy protection 
concern application software and utili- 
ties. I think software companies are per- 
fectly justified when they protect games. 
If nothing else, this at least slows down 
the thieves. 

Why is it important for you (make that 
for all of us) not to give or receive ille- 
gitimate copies of software? Because 
we're on the verge of wiping out anoth- 
er endangered species: ST software. As 
I said before, if it continues to be wide- 
ly copied and freely handed out, pub- 
lishers will have to either copy protect 
software or not produce programs for the 
Atari computers at all! 

For the ST, publishers are not big com- 
panies, like Microsoft, AshtonTate or 
MicroPro. For the most part, they're 
folks much like you and me, who write 
software for a living. If they can't make 
a living at it, they simply won't do 
it . . .or they'll find another computer to 
write for. Stolen software is money out 
of their pockets. 

When the ST was first released, I had 



ANALOG COMPUTING 



APRIL 1986 /PAGE 121 




END USER continued 



hoped that we (the users) could begin 
over again, with respect to piracy. I saw 
companies like Batteries Included re- 
lease software for the ST with the phi- 
losophy that they would: (1) not protect 
the software; (2) charge as low a price 
as possible; and (3) offer as many fea- 
tures as possible. With this approach, I 
thought piracy would no longer be a 
problem. Boy, was I wrong. 

To combat this, we must begin at 
home. Everyone must simply stop ask- 
ing for — or accepting — "free" software. 
(By the way, parents: do you know 
where your child's software is coming 
from? How can a teenager afford to have 
just about every game made for the Atari 
computer?) When each of our own 
homes is in order, then we can start to 
criticize others. Please, don't do it. It is 
wrong, and it will hurt us. 

Look Ma — more software. 

It's happening! The 520ST is catching 
on like crazy, and well it should. What 
with TOS finally in ROM, 1-megabyte 
STs becoming available and plenty of ex- 
cellent software appearing, it's no won- 
der that the 16-bit Atari computer is a 
hit. There are even high-end software ti- 
tles coming into existence. Let me tell 
you briefly about one of these. 

It's called The Graphic Artist, and it 
gives the ST features of a CAD (Com- 
puter Aided Design) workstation. If that 
were all the program provided, it would 
be amazing — CAD workstations cost 
from $5,000 to $50,000 and are dedicat- 
ed computer systems. No, The Graph- 
ics Artist does a lot more; it provides 
business graphics, freehand drawing 
and typesetting functions, too. 

The Graphic Artist is a vector-based 
graphics program; every point on the 
screen can be described as a pair of 
coordinates. One unique property of this 
program is that all coordinates are 
stored in the cells of a spreadsheet-like 
array. Because of this, you can manipu- 
late your drawing in "spreadsheet" 
mode and perform "if-then" graphics us- 
ing formulas or actual values. Even the 
$50,000 programs can't do that. 

The Graphic Artist has zoom, pan, ro- 
tate, macro and text-processing func- 
tions, and will work with a variety of 
printers and plotters. It will also work 
with laser printers. Here's your chance 
to get involved in so-called desktop pub- 
lishing. 

There isn't enough space here to ful- 
ly review the program; I just wanted to 
give you a taste of its sophistication and 



show that the 520ST will have high- 
quality, serious software available. The 
Graphic Artist retails for $500 and is 
published by Progressive Computer Ap- 
plications, 2002 McAuliffe Drive, Rock- 
ville, MD 20851 — (301) 340-8398. It will 
be available by the time you read this. 
An RS-232 plug. 

I consider myself fortunate; I get to 
use a lot of software for Atari computers. 
I try even more software than I use, and 
my usage isn't limited to Atari machines. 
I use MS-DOS computers on a daily ba- 
sis, which lets me try even more soft- 
ware. 

Why am I telling you all this? Simply 
to show you that, when I find a program 
which does what it's supposed to do, is 
easy to use and priced right, I latch onto 
it. (Also, I don't mind plugging excellent 
programs.) 

ST-Talk from QMI is one such pro- 
gram. I reviewed it in issue 38 but as I 
said then, there isn't much to say about 
the program — it works. That's still true, 
but I've used it quite a bit on Compu- 
Serve to download files to my ST. 

When programs like PC/InterComm 
have communication problems (mean- 
ing that they consistently get errors 
when downloading a file), ST-Talk is 
brought out and handles the job like a 
pro. I've never seen ST-Talk not able to 
download a file when another program 
has failed. 

ST-Talk is under $20 and has to be one 
of the best ST bargains going. From 
QMI, P.O. Box 179, Liverpool, NY 13088 
— (315) 422-5010. Note: version 1.0 of ST- 
Talk will not work with TOS in ROM. 
Version 1.1, which is currently shipping, 
works like a champ. 

QMI has a very reasonable upgrade 
policy: $2 and the original disk get you 
the newest version of the program. You 
can't beat that, so buy it and support 
QMI. And please, since the disk is not 
copy protected, don't give or take copies 
of the program. 

By the way, I recently got a message 
on CompuServe from Wynn Rostek of 
SST, makers of Chat. Chat is a terminal 
program for the ST that was reviewed 
in issue 37 of ANALOG Computing. At 
any rate, I had left a message to some- 
one on the Atari SIG, in response to 
their question about ST terminal pro- 
grams. I had recommended ST-Talk, and 
Wyrrn thought I'd showed bias in recom- 
mending another company's product. 

To quote Wynn Rostek, "Chat works 
great with all standard Xmodem trans- 



fers. Most Atari boards don't run stan- 
dard Xmodem, and neither does Com- 
puServe." This comment was in re- 
sponse to my SIG message and my re- 
view of Chat. 

Well, if you have a product that does 
not work with CompuServe or various 
Atari bulletin boards, why recommend 
it to readers who use those services? 

For the folks who use CompuServe 
(and other boards that need an inexpen- 
sive program to successfully download 
files) , Chat simply doesn't do the job that 
ST-Talk does. 

When SST modifies Chat to work in 
these situations, I'll be happy to do a re- 
evaluation of their program in print. Un- 
til then, I'll continue to plug good soft- 
ware in this column, backing up my 
views with facts. After all, the purpose 
of ANALOG Computing magazine is to 
provide you with the information to 
make Atari computing as interesting and 
rewarding as possible. 

That time of year. 

It's that time of year again: tax time. 
We dread it like the plague, but report- 
ing to the IRS is one of those irksome 
duties we all have to do. If you like solv- 
ing puzzles, then you probably enjoy 
filling out your income tax forms. Try- 
ing to figure out what you are or aren't 
entitled to claim can be as challenging 
as solving Rubik's Cube. For me, the big- 
gest hassle is the paperwork. 

Cheer up, friends, there's help in store 
for you. The Tax Advantage by Con- 
tinental Software will let you to enter all 
your income tax data on your Atari 8-bit 
computer, then print the results — ready 
to send to Uncle Ron. Read on! 

I've been using The Tax Advantage for 
three years now. I know it to be a relia- 
ble, easy-to-use program that satisfies 
my income tax preparation needs. Al- 
though it was reviewed in issue 28 
(March 1985) of ANALOG Computing, 
I want to mention what it can do for you. 

The major benefit of using The Tax 
Advantage is that you'll save time and 
be better organized. How many times 
have you spent hours preparing your re- 
turn, come within moments of finishing 
it, then discovered that you made a mis- 
take or forgot to include an additional 
source of income or specific deduction? 
Or have you ever made a simple arith- 
metic mistake, only to discover it when 
your friendly letter carrier handed you 
a computerized printout from the IRS? 

If you've ever experienced one of these 
traumas, you'll certainly appreciate The 



PAGE 122/ APRIL 1986 



ANALOG COMPUTING 



Tax Advantage. Even if you have an ac- 
countant or other tax preparer, this pro- 
gram will help you organize your in- 
formation, so the preparer can spend 
less time on your return. Less time 
usually means a smaller fee. 

The Tax Advantage can prepare the 
following schedules and forms: A, B, C 
(up to three), D, E (up to three proper- 
ties), G and SE. In addition, Forms 1040 
and 4562 are also available. Any line 
item can be itemized with up to thirty 
entries, and a complete printout of your 
forms can be made. "What-if" tem- 
porary entries can be made to check 
their consequences, and your currently 
computed adjusted gross income, tax 
liability and tax bracket can be dis- 
played at any time. 

Be advised that The Tax Advantage 
will not automatically prepare your tax 
return for you. It won't automatically 
find every possible deduction you're en- 
titled to. But it is a powerful tool you can 
use to prepare your income tax forms, 
one that will save you time, help you 
avoid costly errors and organize your tax 
information. 

The Tax Advantage retails for $70, 
from Continental Software, 11223 S. 
Hindry Street, Los Angeles, CA 90045 
— (213) 410-3977. Once you buy it, each 
future year's version can be obtained for 
half price, a very good policy on Con- 
tinental's part. 
New and Improved Department. 

AtariWriter Plus has finally become 
available from Atari, after more than a 
year of promises. Is it worth the wait 
. . .or the cost? Read on, my friend. 

If you're familiar with AtariWriter, 
you'll feel right at home using the 
AtariWriter Plus. The program's func- 
tions are basically the same, with a few 
changes. 

The major difference between the old 
and new versions is an increase in mem- 
ory size on the 130XE, for storing your 
document file. This translates to about 
thirty double-spaced pages. 

Another notable difference is that 
AtariWriter Plus is completely disk 
based. The package comes with two 
disks. Its program disk is double-sided 
and contains the standard version on 
one side and the 130XE version on the 
other. The other disk contains the 
proofreader spelling checker dictionary. 
This is basically a new version of the old 
APX Atspeller program. 

It's still somewhat cumbersome to use 
and takes quite a while to check a docu- 



ment of reasonable size. If you're used 
to other spelling checker programs, such 
as LJK's Spell Perfect or Datasoft's Spell 
Wizard, you may be disappointed with 
this spelling checker. 

"What about the other new features?" 
you ask. The user interface has been im- 
proved substantially. AtariWriter Plus 
allows you to get a directory listing of 
each of two disk drives. The first forty 
files are listed on-screen in a double- 
column format (no more trying to read 
filenames as they scroll off the screen) , 
while the bottom of the screen presents 
an option to load, save or delete any 
file — with the directory listing still on- 
screen. Also, any file command will ac- 
cept a wild card character. 

Once you've finished your master- 
piece, printout can be directed to either 
the printer, disk drive (print file) or the 
RS-232 port. And, before you ask, there 
are a multitude of printer drivers on the 
disk, or you can create your own. 

When making up your own printer 
driver, you must step through all the 
possible commands, supplying the dec- 
imal codes that your printer needs to do 
its thing. Fortunately, up to nine type- 
styles can be defined and accessed via 
the Gl, G2, etc., commands. Print for- 
matting is the same as in the old version, 
except for the addition of double-column 
printing. 

Editing improvements of the new pro- 
gram include both type-over and insert 
modes of operation. Also, you can have 
more than 200 columns defined by your 
left and right margins. You still use a 
40-column window, but it can now be 
scrolled across your text. With a mar- 
gin wider than forty columns, the text 
automatically scrolls off the left side of 
the screen as you move to the right. In 
addition, blocks of text can be saved in- 
dividually, and you can get a word count 
for your current document. 

The only drawback of the program, in 
my opinion, is the method of memory 
management used on the 130XE version. 
Although you have more than 45K mem- 
ory, it's partitioned into three blocks of 
approximately 15K each. You must ac- 
tually do the bank switching yourself 
when you see that you're approaching 
the 15K memory limit. It would have 
been more convenient if the memory 
space were continuous, and the program 
took care of internal bank switching. 

Overall, AtariWriter Plus is a signifi- 
cant improvement over the already easy- 
to-use and powerful AtariWriter. Should 



you run out and buy AtariWriter Plus 
if you already have AtariWriter — and 
have been using it successfully? That de- 
pends. If you need the extra features in 
the new version of the program, by all 
means, go buy it. But if you haven't real- 
ly been pushing the original to its lim- 
it, then you can probably do without the 
new version. 

The final bell. 
Once again, it's time to fold our tents, 
pack our things and move on down the 
road. This promises to be an exciting 
year for the Atari End User. ANALOG 
Computing will help bring you that ex- 
citement, and we'll continue to help you 
get the most out of your Atari adventure. 
In coming months, The End User will 
bring you reviews of new ST books, a 
few "off the wall" product reviews and 
much, much more. See you next time. H 




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ANALOG COMPUTING 



APRIL 1986 / PAGE 123 




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11040| 



TUTORIAL 





Boot 
Camp 




by Karl E. Wiegers 



The "graphics" statement in Atari BASIC opens the 
door to a world of visual delights. This simple com- 
mand actually does far more than is apparent, prepar- 
ing the 8-bit Atari to display images in one of dozens 
of ways. To the novice assembly language program- 
mer, it isn't obvious how to perform in assembly the 
tasks that the GRAPHICS command does in BASIC. 
Nor is it clear how to display text and graphics in 
the various Atari graphics modes. 

In this and next month's Boot Camp, we'll see how 
to use the Atari operating system (OS) in assembly 
language to employ the desired graphics modes. 
Along the way, we'll see how the BASIC commands 
GRAPHICS, POSITION, PRINT, SETCOLOR, COL- 
OR, PLOT and DRAWTO can be mimicked in assem- 
bly language. This month's Boot Camp discusses text 
displays, while plotting points and drawing lines are 
the subject of the next column. 

The graphics statement. 

To begin, let's see just what happens when a graph- 
ics statement is executed in Atari BASIC. Here's what 
that simple statement causes: 

(1) A block of RAM is allocated to hold the data 



to be displayed on-screen, and the entire block 
is zeroed (i.e., the screen is cleared). The size 
and location of this RAM block depend on the 
graphics mode. 

(2) A "display list" is set up in RAM immedi- 
ately below the screen RAM block. This tells the 
computer how many lines to show on the screen, 
what graphics mode to use for each line, where 
to find display data in memory, and gives other 
userful information. It's different for each graph- 
ics mode. 

(3) The five playfield-color registers at loca- 
tions 708-712 decimal ($2C4-$2C8 hex) are set 
to their default values of 40, 202, 148, 70 and 0, 
respectively. 

(4) The text cursor is enabled (turned on) by 
setting location 752 ($2F0) to 0. 

(5) The screen tab positions are initialized to 
their default values. 

(6) Various registers are set to tell the OS what 
graphics mode it's in, whether or not a text win- 
dow is present, where in RAM to find display 
data for the graphics screen and text window, 
and so on. 

(7) The text cursor is moved to the top line of 
the screen (graphics 0) or text window (other 



ANALOG COMPUTING 



APRIL 1986 /PAGE 125 




BOOt Camp continued 



modes), at the default left margin stop. 

(8) A communications channel is opened to 
permit the display of text in graphics or text 
window regions. A second channel may be 
opened for printing or plotting on screens with 
other graphics screens. 

And that's just a simple graphics statement! Allow- 
able options include adding 16 to the desired graph- 
ics mode number to suppress the text window, adding 
32 to suppress the automatic screen clear, and ad- 
ding 48 to suppress both. 

At first glance, it might appear that we have to do 
a lot of work to mimic the graphics statement in as- 
sembly language. Fortunately though, all of these 
procedures are built right into the OS, so we just have 
to learn how to control the OS's input/output func- 
tions. 

The IOCB. 

A thorough and understandable presentation of the 
Atari's Central Input/Output (CIO) system appeared 
in earlier Boot Camp columns. See issues 33, 34 and 
37, in particular. 

The Atari OS was designed with a unified input 
/output subsystem known as CIO. The elegant simpli- 
city of CIO is that all I/O operations are device- 
independent. Once some necessary parameters have 
been set for the specific operation desired, CIO is 
called by transferring control to a specific memory 
location. The OS does the rest. 

CIO has eight independent communications chan- 
nels available, allowing up to eight files or peripher- 
al devices to be active at once. You've already en- 
countered them in using BASIC to open channels for 
disk files, printers and the like. These channels are 
properly termed "Input/Output Control Blocks," or 
IOCBs. 

By default, IOCB #0 is used by the screen editor 
(device E:), which handles text displays in graphics 
and all text windows. It doesn't need to be explicitly 
opened for use. You may recall that, in BASIC, the 
graphics display screen (device S:) always uses chan- 
nel #6, which is really IOCB #6. To print in graph- 
ics 1 or 2, the command PRINT #6; is needed, since 
a simple PRINT implies the use of IOCB #0. The com- 
mands PLOT and DRAWTO also use IOCB #6, al- 
though this isn't explicitly stated anywhere in a BA- 
SIC program. These are the two IOCBs that may be 
opened automatically when a graphics statement is 
executed — and they're all concerned with in this 
article. 

Each IOCB uses a block of 16 bytes to specify the 



desired operations and necessary parameters. Our 
first task in an assembly language program is to in- 
dicate which IOCB we wish to use, by loading the 
6502 microprocessor's X-register with the IOCB num- 
ber times 16. This provides a pointer into the cor- 
rect RAM block allocated for the desired IOCB. 

Then we tell the OS what function to perform, by 
setting various bytes in the 16-byte group for that 
IOCB. Finally, we execute a JSR to the CIO entry point 
at location 58454 decimal ($E456), known by the la- 
bel CIOV. Table 1 indicates the bytes in each IOCB 
that we can modify for our own use; the rest are set 
by the OS. 



Table 1. — 


User-modified IOCB bytes. 


Location 


Equate 


Function 


in IOCB #0 


Name 




$342 


ICCOM 


Code for command requested by user. 


$344 


ICBAL 


Low byte of buffer address for device 
name, text to print, etc. 


$345 


ICBAH 


High byte of buffer address. 


$348 


ICBLL 


Low byte of buffer length; specifies num- 
ber of bytes to be transferred in input or 
output operation. 


$349 


ICBLH 


High byte for buffer length; if less than 
256 bytes are involved. 


$34A 


ICAX1 


Auxiliary byte 1; used to specify kind of 
file access needed in open operation; 
controls screen clear and text window in 
graphics screen. 


$34B 


ICAX2 


Auxiliary byte 2; specifies graphics mode 
in screen open operation. 



Now let's explore some examples of using CIOV for 
our own fiendish purposes. We'll go through a series 
of five simple sample programs. Each builds on the 
previous one, so be sure to enter each block of lines 
with the lines numbers shown. If you're using an as- 
sembler that doesn't require line numbers, just figure 
out from the numbers given where to insert each new 
block of code. You may want to save each example 
separately. 

Example 1. — Print to screen editor. 

Let's start by using CIO to print a single line in a 
graphics screen. Type in Listing 1 using the Atari 
Assembler/Editor cartridge or another assembler edi- 
tor. The .OPT OBJ statement just insures that object 
code is generated and loaded beginning at location 
$3000 hex whenever you assemble a program. This 
eliminates saving object files on tape or disk each time 
you modify and assemble the program. 

Lines 100-120 define constants for the various IOCB 
operations we'll be performing: OPEN an IOCB for 
some device; PL7TREC (output a record) to the opened 
device (like a PRINT); and CLOSE the IOCB. 

The EOL (Line 130) is the ATASCII end-of-line (car- 



PAGE 126 /APRIL 1986 



ANALOG COMPUTING 



riage return) symbol, which tells CIO that it's reached 
the end of an interesting string of text to process at 
the moment. 

Lines 390-450 give standard Atari OS equates 
(labels) for the bytes in IOCB # we'll manipulate. For 
any other IOCB, we'll use the block of bytes offset from 
these locations bay 16 times the desired IOCB num- 
ber (96 decimal or $60 hex for IOCB #6). 

Finally, Line 460 establishes an equate for the CIO 
entry point. 

The block of lines under the heading PRINTWIN- 
DOW (1150-1270) illustrates the put record operation 
of CIO, which prints to the graphics screen or text 
window. Note that the X-register is loaded with be- 
cause we're using IOCB #0, which is already open for 
us. 

These bytes must be set for a PUTREC: (1) com- 
mand byte ICCOM is set to $09; (2) ICBAL receives 
the low byte of the address of text to be displayed, 
and ICBAH receives the corresponding high byte val- 
ue; and (3) ICBLL and ICBLH are set to the number 
of characters in the string of text to be printed (low 
byte and high byte, respectively) . Finally, initiate the 
put record with a JSR CIOV statement. 

It's a smart practice to set the output buffer length 
(ICBLL and ICBLH) to a conveniently large number 
(such as 80) and make sure that each output text rec- 
ord is terminated by an ATASCII EOL character (155 
decimal, $9B hex). This approach makes it easy to 
change text strings in an existing program, without 
having to worry about setting the output buffer bytes 
to exactly the correct length. Just don't forget the EOL 
character (Line 1450)! 

Assemble this program and run it by entering the 
debugger and typing 63000. The statement at Line 
1390 causes the program to loop until you press the 
BREAK key or SYSTEM RESET, at which point you'll 
re-enter the debugger. 

This isn't a very exciting display, but I think you'll 
begin to understand how to use CIO from this simple 
example. You can make the screen clear before print- 
ing by inserting a "clear screen" symbol (ESC, 
SHIFT- < ; decimal value 125) just before the S in Line 
1450. 

Example 2. — Other graphics modes. 

Now let's learn how to simulate the command 
GRAPHICS using CIO. Merge the lines from Listing 
2 into Listing 1 and assemble the resulting program. 
These lines perform the IOCB functions OPEN and 
CLOSE. 

We use IOCB #6 for the graphics screen, so set the 
X-register to $60 (Line 520). The command byte for 



an open operation is $03 (Lines 530-540). The name 
of the device being opened is placed in a data string, 
labeled SCREEN here (Line 1430). 

Notice that we want to open the graphics screen, 
known as device S: (the colon is optional). This same 
procedure is used to open other devices, such as disk 
files and the keyboard, but we won't get into that this 
time. 

Again, the high and low bytes of the location con- 
taining the device name must be placed into the bytes 
offset from ICBAL and ICBAH, respectively (Lines 
550-580). The IOCB bytes labeled ICAXl and ICAX2 
are set to various values, depending on the graphics 
mode involved (Lines 590-620); more about this later. 
Finally, JSR to CIOV to make it all happen (Line 630). 

Closing an IOCB is much simpler than opening it. 
Just store the command value of $0C for a close oper- 
ation in the byte labeled ICCOM (offset to the ap- 
propriate IOCB, of course) , and JSR to CIOV (Lines 
1310-1350). 

The actual graphics mode opened is determined by 
the contents of the 2 auxiliary bytes, ICAXl and 
ICAX2. ICAX2 should be loaded with the BASIC 
graphics mode number desired, 1 in this example 
(Lines 610-620). 

The contents of ICAXl (Lines 590-600) dictate 
whether the mode will be set with no text window 
(decimal value in ICAXl is 12); with the usual four- 
line text window (ICAXl is 28); with text window but 
no automatic screen clear (ICAXl is 60); or no text 
window and no screen clear (ICAXl is 44). We'll ex- 
periment with some of these options in the next 
example. 

When you run this program consisting of Listings 
1 and 2, you'll see the familiar black and blue split 
screen, with the message from Line 1450 present in 
the corner of the text window. Press BREAK to ter- 
minate the program, but the split screen will remain. 
You'll have to press SYSTEM RESET to get back to 
the standard text display, then re-enter the editor to 
continue with the examples. 

By now you may have detected a similarity between 
the use of CIO in these illustrations and the format 
of the Atari BASIC command XIO. For example, the 
XIO form of our open operation looks like this: XIO 
3,#6,28,1,"S:". In general terms, the XIO format is: 
command, #IOCB, auxl, aux2, device. You can doubt- 
less see the connection between these terms and those 
used in the open screen segment of this example. 
Clearly, the XIO statement provides a way to interact 
directly with CIO from BASIC. 



ANALOG COMPUTING 



APRIL 1986 / PAGE 127 



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CIRCLE #155 ON READER SERVICE CARD 




Boot Camp 



continued 



Example 3. Print to graphics screen. 

Moving right along, let's expand on what we've al- 
ready done and print something in both the graphics 
screen and the text window. Not surprisingly, we'll 
use PUTREC again, to display text in the graphics 1 
screen. 

However, we'll use IOCB #6 rather than IOCB #0, 
which is needed for the text window. Insert the fol- 
lowing statements into your evolving program: 



0860 
0870 
0880 
0890 

ouoo 

0910 
0920 
0930 
0940 
0950 
0960 
0970 
0980 
0990 
1000 
1010 
1020 
1440 



;print a line of text in Graphics 
;1 to screen using IOCB 86 



PRINTSCREEN 
LDH «$60 
LDA ItPUTREC 
STA ICC0M,H 
LDA ttCHANNEL6&255 
STA ICBAL,X 
LDA HCHAHMEL6/256 
STA ICBAH,X 
LDA tt80 
STA ICBLL.X 
LDA no 
STA ICBLH,X 
JSR CIOU 



{PUT RECord 

;location of 
;text to be 
;printed 



;print up to 80 
Characters or to 
encountering an 
;E0L, whichever 
{cones first 



CHANNELS .BYTE "GRAPHICS BJEEBD t" 



The details of the PRINTSCREEN section of code 
should be clear from the earlier explanation of PUT- 
REC. Now we can explore the affects of the open oper- 
ation in more detail. 

You can probably guess that changing the 1 in Line 
0610 to a 2 will switch the screen to graphics 2 . There's 
no need to reassemble the whole program, though. 

Simply change the contents of location $3017 using 
the debugger (C3017<2), and rerun with a G3000 
command. You can even try nontext modes 3-5 to get 
a line of colored pixels. (Higher graphics modes are 
ignored by the OS, unless special tricks are used.) 

Try changing the contents of ICAXl to 60, to sup- 
press the screen clear. Since the debugger uses hex- 
adecimal numbers, execute this command in the de- 
bugger: C3012 < 3C. What happens if we turn off the 
text window by setting ICAXl to 12 (C3012 <C)? You'll 
see only a flash of black and orange before the blue 
graphics display reappears. 

As soon as the OS encounters a PUTREC opera- 
tion to the screen editor (IOCB #0) when no graphics 
text area is present, it converts the entire screen to 
graphics 0. So you must delete or jump around the 
print window segment in our program to see a full 
screen of graphics 1 or a higher-numbered mode. 

As in BASIC, the string of text being printed to ei- 
ther graphics screen or text window can contain up- 
per- or lowercase letters, normal or inverse characters, 



or graphics symbols, including those with printing 
significance ESC-left cursor, for example). 

As usual in graphics 1 and 2 , characters other than 
normal uppercase letters produce printing in differ- 
ent colors, by selecting one of the four foreground color 
registers. Try it; you'll like it. 

Example 4. — Simulating the position statement. 

So far we've been content to let the OS print out 
text strings wherever it likes, which is always the up- 
per left corner of the designated screen region. But 
BASIC gives us complete control of text placement 
through the position statement. No problem; that's a 
piece of cake in assembly language, too. Please add 
the following statements to the program from Exam- 
ple 3: 



0150 

0160 

0170 

0180 

0190 

0200 

0270 

0280 

0290 

0300 

0310 

0320 

0330 

0335 

0340 

0350 

0650 

0660 

0670 

0680 

0690 

0700 

0710 

0720 

0730 

1030 

1040 

1050 

1060 

1070 

1080 

1090 

1100 

1110 



;equates for row, colunn cursor 
;position on graphics screen 



ROWCRS 
COLCRS 



554 
$55 



{equates for row, colunn cursor 
{position in text window 



TXTROW 
TXTCOL 



$290 
$291 



{location to Make cursor visible 
;or not 

CRSINH = $2F0 

;set cursor at position 1,4 for 

{printing on graphics screen 

POSGRAPHICS 
LDA tt4 
STA ROHCRS 
LDA ttl 
STA COLCRS 

;set cursor to position 10,2 in 
{text window and turn off cursor 

■ 

POSHINDOH 
LDA «2 
STA TXTROH 
LDA «10 
STA TXTCOL 
STA CRSINH 



Locations 84 and 85 ($54 and $55, ROWCRS and 
COLCRS) contain the row (y) and column (x) loca- 
tions, respectively, for PUTREC (or PRINT, in BASIC) 
operations to the display screen. If a text window is 
present, then locations 656 and 657 ($290 and $291, 
TXTROW and TXTCOL) contain the row and column 
positions for the text window. 

Lines 690-720, therefore, simulate a BASIC position 
1, 4 statement for printing to the graphics screen. Line 
1110 simply places a nonzero value into location 752 

(continued on next page) 



ANALOG COMPUTING 



APRIL 1986 / PAGE 129 




BOOt Camp continued 



($2F0, CRSINH), which turns off the cursor that nor- 
mally appears in all graphics displays, including the 
text window. A zero value in CRSINH renders the cur- 
sor visible. This happens automatically when an open 
operation is executed by CIO. 

Example 5. — Color your world. 

We polish off our text display illustrations by im- 
itating the BASIC setcolor command in assembly lan- 
guage. This command has the form: SETCOLOR re- 
gister, hue, luminance. The five color registers corre- 
spond to locations 708-712 ($2C4-$2C8, COLOR0 - 
COLOR4). The hue and luminance values are com- 
bined, to represent the desired color with a single 
1-byte number using this formula: 

COLOR = 16 * HUE + LUMINANCE 
Thus, the following statements can be incorporated 
into your assembly program, to change the graphics 
1 text to pink (color value 88 decimal), the text win- 
dow background to green (color 198) and the graph- 
ics text to black (color 0): 

; equates for color registers used 



0210 

0220 

0230 

0240 

02S0 

0260 

0740 

0750 

0760 

0765 

0770 

0780 COLORS 

0790 LDA «88 

0800 5Tfl C0L0R0 

0810 LDfl »0 

0820 5Tfl COLOR! 

0830 LDfl 11198 

0840 STA C0L0R2 

0850 : 



C0L0R0 = |2C4 
C0L0R1 = $2C5 
C0L0R2 = S2C6 

f 

jchange color 
; f or register 
jister I, and 
;register 2 



registers to pink 
0. black for reg- 
light green for 



Experiment with other color values in these registers 
to get the look you like. The completed assembly lan- 
guage program for all five examples combined is found 
in Listing 3. 

The BASIC equivalent. 

Now that you've gone to all this trouble to create 
some simple text displays, using assembly language 
to harness the power of the Atari OS, let's see how 
those unfortunate souls with just Atari BASIC avail- 
able would do the same thing: 



18 

20 

40 
50 

60 
70 
80 
39 
100 



GRAPHICS 1 

5ETC0L0R 0,5,8 

SETCOLOR 1,0,0 

SETCOLOR 2,12,6 

POKE 752,1 

POSITION 1,4 

PRINT tt6; "GRAPHICS 

PRINT : PRINT 

PRINT " SCREEN 



GOTO 100 



SCREEN, 5:" 

EDITOR, E:' 



Yes, I have to agree that this is a lot shorter, faster 
and easier to type than the program in Listing 3. Af- 
ter all, that's why home computers are sold with BA- 
SIC, not with assemblers. 

Still, there are many applications for which pro- 
gramming directly in assembly language permits 
speed and visual effects that are difficult or impossi- 
ble in BASIC. By studying the use of the Atari OS's 
central I/O capabilities as illustrated here, you'll see 
that it's really not difficult to change graphics modes, 
change colors, and position text in graphics displays 
and text windows. 

Next month, we'll use CIO to plot points and draw 
lines in some of the available color graphics modes. 




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PAGE 130 /APRIL 1986 



ANALOG COMPUTING 



Many of the same IOCB operations will be used in 
both text and graphics displays, so keep this issue 
handy for next time. H 

KhrJ E. Wiegers provides computer support for pho- 
tographic researchers at Eastman Kodak Company. 
This means he's wasting his Ph.D. in organic chemis- 
try, but he has a lot of fun. He also writes commer- 
cial educational chemistry software for the Apple II. 

Listing 1. 
Assembly listing. 



Listing 2. 
Assembly listing. 



10 

15 
20 
38 

40 

50 

68 

70 

88 

90 

8180 

8110 

8128 

8138 

0368 

8378 

8375 

8388 

8338 

0400 

8418 

8428 

8438 

8448 

8458 

8468 

1128 

1138 

1135 

1148 

1158 

1168 

1178 

1180 

1190 

1200 

1210 

1220 

1230 

1240 

1258 

1260 

1278 

1368 

1378 

1388 

1398 

1488 

1418 

1420 

1458 

1460 



:Listing 1 for 
;Assenble Some Graphics 
:by Karl E. Wiegers 

' .OPT OBJ 
*=S3O00 

icoMnand byte values for various 
:CI0V operations 

OPEN = $03 ;open IOCB 

PUTREC = 509 ; output record 

CL05E = 50C ; Close IOCB 

EOL = S9B ;ATASCII EOL 

; equates for IOCB locations 
; tgiven for IOCB 80J 

ICCOM = 5342 ;coMnand byte 

ICBAL = 5344 ;buffer addr CloJ 

ICBAH = 5345 jbuffer addr ChiJ 

ICBLL = 5348 :buffer leng floJ 

ICBLH = 5349 ;buffer leng ChiJ 

ICAX1 = 534A auxiliary byte 1 

ICAX2 = 534B ; auxiliary byte 2 

CIOU = 5E456 ;CI0 entry point 

jprint a line of text using 
;I0CB no (text window) 



PRIHTUINDOW 
LDX »0 
LDA 8PUTREC 
STA ICCOM.X 
LDA 8TEXT&255 
STA ICBAL, X 
LDA 8TEXT/256 
STA ICBAH, X 
LDA 888 
STA ICBLL, X 
LDA 80 
STA ICBLH, X 
JSR CIOU 



;I0CB 80 
;coHHand is 
;PUT a RECord 
;location of 
;text to print 



;print up to 80 
jcharacters or to 
;an encounter of 
;an EOL. 



;loop until SYSTEM RESET pressed. 

END JMP END 

idata for necessary text strings, 



TEXT .BYTE 
.BYTE EOL 



■SCREEN EDITOR, E: 



10 ;Listi 


rig 2 for 




15 ;AsseHble Sone Graphics 


20 ;by Karl E. Wiegers 


0470 


$ 






0480 


:routine to open 


IOCB 86 as 


0490 


;device "S:" (grap 


0500 


r 






0510 


OPENSCREEN 




0520 


LDX 


8560 




0530 


LDA 


80PEN 


;coMnand is OPE 


0540 


STA 


ICCOM, X 




055O 


LDA 


8SCREEN&255 


;nane of device 


0560 


STA 


ICBAL,X 


;to open 


0570 


LDA 


85CREEN/256 




0580 


STA 


ICBAH, X 




0590 


LDA 


828 


;text window is 


8688 


STA 


ICAX1,X 


; present 


8618 


LDA 


81 


; graphics Mode 


0620 


STA 


ICAX2.X 


;nunber 


0630 


JSR 


CIOU 


;go do it 


0640 


p 






1280 


* 






1290 


;close IOC 




1300 


t 






1310 


CLOSESCREEN 




1320 


LDX 


8560 




1330 


LDA 


8CL0SE 


;CL05E connand 


1340 


STA 


ICCOM, X 




1350 


JSR 


CIOU 




1430 


SCREEN .BYTE "5" 





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155 Wedgwood Rental 128 

159 White House Computer 18 

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147 XLent Software 118 



This index is an additional service. While every effort is made to provide a complete and accurate listing, the publisher cannot be responsible for inadvertent errors. 



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PAGE 132 / APRIL 1986 



ANALOG COMPUTING 



BACK ISSUES 




ISSUE 22 • Typing Evaluator • 

Math Attack • Micro-Puzzler 

• Air Attack • Mathman • 

The Reading Program 




ISSUE 23 • Fire Bug • Minicomp 

• Dark Horse • Climber • 

P/M Creator/Animator 




AtariCon Report 

Circuit Database 

Cassette Compressor 



ISSUE 24 • Circuit Database • 

Cassette Compressor • XL-DOS 

• Bopotron! • Race in Space 

• Unicheck 




ISSUE 25 • Weather Forecaster • 

Androton • Miner Jack • BASIC 

Tutorial Part 1 • Adding 

BASIC Function Keys 




ISSUE 26 • BASIC Tutorial Part 2 • 

Robot Raid • Graphics Overlay 

• Popcorn • Magic Palette • 

PuLse in Action! 




ISSUE 27 • English Error Messages 
in BASIC • Instant Renumber • 
MicroCheck Part 1 • Adventure 
at Vandenberg • Screenmaker 




ISSUE 28 • MicroCheck Part 2 • 
TwoGun • Cascade • Monthly 
Mortgage Calculator • Demon 
Birds • MicroDOS XL 




ISSUE 29 • RAMCHECK • Revive 

Dragonlord • XL Expansion 

Connector • Cheep Talk 





IJtII' 


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COMPUTING 






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ISSUE 30 • Loan Shark • Z-Plolter 

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Lunar Patrol • ATASCII Animation 

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Personal Planning Calendar 




Supsrvmnfoti 

Counfc DihodH- 

Goto* If* Sh^ws 

— AUdVMtwPrintw Drt<rw 

'IKTi III to DOS 3 Cvmrvon 



ISSUE 32 • Supereversion • DOS III 

lo DOS 2 conversion • Color the 

Shapes • Home-made Translator 

• Cosmic Defender • 520ST 




ISSUE 33 • An Intro to MIDI • Note 

Master • Syntron • BASIC Bug 

Exterminator • Assemble Some 

Sound • C.COM • Mince (ST) 



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ATARI ST 



UTILITIES from our computer toolbox 



MICHTRON UTILITIES UtiUly by Timothy Purves 

Change file contents, attributes, file and volume names, or any individual 
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MI-TERM Communications Utility by J. Weaver Jr. 

Far beyond the simple functions of other terminal software, Mi-Term 
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When printing files, your computer is dead weight: waiting for the printer 

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CALENDAR by J. Weaver Jr. 

From almost anywhere in GEM, Calendar is ready to display or print 
calendars of any year and month and to store reminder messages for any 
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Alarms and hourly chimes appear even when Calendar isn't on the 
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Forthe Atari ST $29.95 

MI-DUPE Copy Utittty by Timothy Purves 

Copying your data files can be slow and tedious. Some programs are 
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Dupe makes files duplications faster, easier, and helps you obtain archive 
copies of "protected" software. 
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BBS Bulletin Board System by Timothy Purves 

MichTron presents a high quality Bulletin Board System forthe ST. This 
many featured BBS has 16 special interest areas, supports XMODEM, 
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Forthe Atari ST $49.95 1 



GAMES from beyond imagination 



TIME BANDIT Arcade Game by Bill Dunlevy & Harry Lafnear 

Battle Evil Guardians as you collect the Treasures of Time. Two can 
play simultaneously, each with his own view! Each of 20 unique maps 
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color graphics, unique creatures and 3D-style terrain for each Time, 
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For the Atari ST with color montitor $39.95 

MUDPIES Arcade Game by Phil MacKenzie & Jeffrey Sorenson 
When the circus came to town, Arnold wanted in on the fun. He threw 
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Challenge rounds, special prizes, mud-slinging rounds, amazing music 
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For the Atari ST with color monitor $39.95 

GOLD R UNNER Arcade Game by Dave Dies 

As Commander of the Load-Runners, your must infiltrate underground 
mines in search of gold and adventure. Use wit and skill to escape with 
the loot. Dozens of screens with narrow paths, steep ladders, dangling 
ropes, and hidden traps will challenge your skill and test your logic! 
For the Atari ST with color monitor $39.95 




LANDS OF HAVOC Arcade Game by Microdeal 

The dark power over the land is almost complete. The only hope lies in 
finding the hidden magic of the good sorcerer, High Vanish. As Sador, 
the reptile warrior with a human heart, you must free Haven from the 
Dark Lords. You have only your powerful body, your intelligence, and 
the secrets High Vanish left behind. 2,000 screens hold many surprises. 
Forthe Atari ST with joy stick $19.95 

FLIP SIDE Strategy Game by Ken Olson & Phil Holly er 
You'll flip over this Reversi-type game! Animated graphics bring the 
board to life as captured pieces flip themselves. Play against another 
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Forthe Atari ST $39.95 




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